Author Topic: MilkShape 3D 1.8.2 and 1.8.3 Modeling Tips  (Read 4363 times)

MilkShape 3D 1.8.2 and 1.8.3 Modeling Tips

     There are lots of new modelers in the Blockland communities these days. Bad models can harm the Blockland community. When people downloads these models, it usually takes a very long time to download due to useless of polys.

Cylinders
Yes, this tool can be used to make lots of thing. But they can be really annoying.
Heres an example of cylinder abuse. Yes its a gun

Those blue circles shows that there are lots of vertexes(dots) and faces.
Now there are a few simple steps to prevent this.


Stack - how many layers the Cylinder will have
Slice - how many sides Cylinder will have.(lets you change it into a hexigon, box, and other polygons)
Drop down box - It shows what designs the cylinder can have. (kinda obvious what some of it dose)
If you set the stack to 1, you would save a large amount of polys and still look the same.




Box
An old fashion box.
During this lession you will learn to use the Selection Editor tool. Im not saying it can be only used on boxes, it can work for other shapes too. The selection tool makes it easyer because its set to an interactive perspective point of view, other than using the 2d ciew
OMGZ ITS A GUNv2!!!!!
(Just a refrence. Please be aware to do this on big projects)

Q. Its just 2 boxes. One on top of the other. Anything wrong?
A. Yes it has unused faces.
The bottom box has 2 faces under the top box. If your working on a big model using lots of these, you will get a high poly model(bad). When you come across a problem like this, theres a simple tool to help you: THE SELCECTION EDITOR OF OMGZ(aka. tools>selection editor)
First you seperate the models then open selection editor, select the faces, press save, and it will be selected. Then just delete that face.

Its stil the same model just a few less polys




Other notes
The spheres applys the same way.

Remember to flatshade(http://www.blockland.us/smf/index.php?topic=20807.0)

If a shape turns black, go to File>prefrences>reset then select the entire model and move it a notch.

The axis thing in the middle is the base of joints. If you didnt make a joint for a specific use, it will act from from that point.
Also it balances your vehicle; always set it in the middle of your work.

I always find it easyer to scale up the grid, turn snap to grid on, and model. It prevents gaps and holes in the model. Just scale it to the appropriate size when your done


« Last Edit: August 07, 2008, 11:23:14 AM by Peaceful War »

Not every one has an abnormally large wide screen like you and it completely puts the thread out of whack. Also update to 1.8.3 and this has been done a few times before...


Looks kool I just need to know how to make holes in cylinders (not box holes).

1.8.2 and 1.8.2, very useful...


Is there somthing like that but a vertices selecter for the ones that are hard to select ?

!!! TO FLATSHADE ANIMATED MODELS !!!
(remember to make sure the Auto-Smooth box is checked before starting)

Few step-switches with Trader's method, this is the method I always use and it works very well. Make sure you have all your animations done before doing this:
Quote
...
3. Select all faces that you want to be flat-shaded.

4. Click the 'Vertex' menu and choose 'Unweld'.

5. Under the 'Groups' tab, uncheck 'Auto Smooth'.

DO STEP 7-8 FIRST AND THEN STEP 6 TO FLATSHADE ANIMATED STUFF
7. Click the 'Tools' menu and choose 'Tile texture mapper..'.

8. In the 'Tile texture mapper settings' window, just leave the default settings and click 'OK'.

6. Click the 'Vertex' menu and choose 'Weld Together'.


9. Click the 'File' menu and choose 'Export' and then choose 'Torque DTS Plus...'.

10. In the 'Torque DTSPlus Exporter' window, uncheck the following:

     'Generate .cs file'
     'Output dump file'
     'Export Animations' (Unless your model uses animation.)

11. In the 'Torque DTSPlus Exporter' window, click 'Apply' and then click 'Export DTS'.

12. In the save dialog, choose your filename and save location and click 'Save'.

...

It's a small change but this flatshades all your polygons, including those used in Animation.


Over 9000 right here.

NINJAEDIT: Sorry to stuff on your thread but I had to :(. I still hate the meme though.

I still dont know how to animate I hate my self D:

I still dont know how to animate I hate my self D:
I should really post a complete tutorial on that, but I can give you a quick run-down.

Your first step, before doing anything, is to Save the model for backup purposes. If you forget to do something in the Animation after you've finished it, or if you want to change something, it will be a whole lot easier just starting from scratch. Milkshape is notorious at completely ruining animation once you try to change something later on, and then it just becomes a nonsensical mess.

Your second step is creating Joints, unconnected ones. These can be placed wherever if you just want to make a simple Translation animation, but you'll need to center them to make Rotations.
Alright so let's say our animation will make a gun barrel Recoil. This is a very simple Translation animation (top part of the gun moves backwards, then comes back forward to it's original position). First off you will make a single Joint, name it JointA or some other name (NO NUMBERS).

Next, select the Polygon or set of polygons you want to move. Then, go in the Joints tab and assign it to JointA. Now when you hit that fancy Animation button down in the right corner of MS3D, and you decide to select and move the joint, the polygons you assigned to it should also move while everything else remains motionless. (Note, if you decide to try and move the joint to see if it works, remember to Undo afterwards)

Alright so your JointA is connected to the gun barrel or whatever else you want to move. Now to explain what the animation stuff at the bottom of the screen means. The meter with the small tab-arrow that you can slide from one point to another is the Keyframe bar. Animation Steps are basically called Keyframes. You can have as many keyframes in a model as you want, but for Blockland you'll be playing around with low numbers of them to keep things simple.

First thing to do at this point is set the tab-arrow thing on the first keyframe (keyframe 1.0), go in the Animate tab at the top of the screen, and hit Set Keyframe. This will save-keep your model's current state on keyframe 1.0, and basically this will be how the model is supposed to look like all the time. Next, you want to make the barrel Recoil Backwards. Drag the tab-arrow thing on Keyframe 2.0, then select the Joint and use Move to move the joint backwards (You will see the barrel move backwards with it). The move itself isn't saved, only the End Position of the joint. Move the joint all the way back, as if at the very peak of the recoil. Then go in the Animate tab and hit Set Keyframe once again.

Next is the tricky part, you'll have to bring the joint back to it's original position. First, set the Tab-arrow thing on Keyframe 3.0, then try to get your Joint back on the starting position. When you think you have the right position, go in Animate again and hit Set Keyframe. You can now go back to Keyframe 1.0 and compare the two positions to see if your joint position on 3.0 matches well. The reason the joint in 1.0 has to be the same as 3.0 is to give you a clean animation. You could try using Copy Keyframe but if you're making something complex, I wouldn't risk it.

Alright cool, you have a basic 3 frame recoil animation. How do you translate that to fit in Blockland?

There are two ways: If you're using the DTS PLUS exporter, you can add any animation in easily. If you're using the regular exporter, it gets a tiny bit more complicated.

To understand what's going on completely, we'll assume you're using the regular exporter. This method also works if you're using the DTS PLUS, no worries.

We'll start by creating a new Material. You don't need to assign it to any polygon, this material acts purely as a Carrier for Animation information when you export the model.

Now what to name it? This question is a biggy unless you look up some good tutorials.

For your purposes, we name it this:

Code: [Select]
seq: fire=1-3, fps=15
The sequence refers to which imageState will play the animation, in this case it's the "fire" state. The "1-3" simply says the animation will play using frame 1.0 going through 2.0 and then finishing with 3.0. In game, this produces a smooth animation of the Gun Barrel recoiling backwards and then coming back to it's initial position.

Then, save the model under another file name (backup for the animation), then Flatshade it (save it as your final product) and finally, export it using either DTS or DTS PLUS.

Now you might be wondering where "fire" and FPS fits in. If you open up your weapon script and scroll down to the ImageStates, you will notice a few lines looking something like this:
Code: [Select]
...
stateName[2]                    = "Fire";
stateTransitionOnTimeout[2]     = "Reload";
stateTimeoutValue[2]            = 0.05;
stateFire[2]                    = true;
        stateblahblah                 = blah;
...

This state is called Fire, so when you'll use your weapon and click the trigger, it will eventually hit this state and your Barrel Recoil animation will play!

Ok so the animation will play, but now what role does FPS play in all of this? Is it speed?
So far in blockland, FPS doesn't do much when it comes to connecting Animation with imageStates.

Animation appears to size itself depending on the TimeoutValue (life time) of the image state that plays it. In the above example, you have a TimeoutValue of 0.05, so the animation will play COMPLETELY and only ONCE over 0.05 seconds (it will be quite fast).

You can do allot of fun stuff by combining imageStates and animation in creative ways, like collapsible weapons and cool weapon effects.

Edit: Jesus this is long, well ok here's your full tutorial. So much for a quick run-down, I spent half an hour writing this.
« Last Edit: August 08, 2008, 01:40:51 AM by Muffinmix »

Nice tutorial meby you should make a video?