Author Topic: Blockhead with Original Bones  (Read 6293 times)

I know how to export the milkshape animations into .dsqs... I just have no idea how to animate.

Essentially save a base .ms3d with no animations then make one animation at a time, saving each of them as seperate .ms3d files. To start setting up Transform animations (joint rotations/movements), the first thing you do is you is you bring all your joints to the starting position you want and you hit Ctrl+K (Set Keyframe). Then you move the small animation key down at the bottom up to whichever point you want to set the next keyframe, then you move the joints around and you hit Ctrl+K again.

Milkshape will "blend" all the frames in-between to create smooth animated Transforms, the term for this blending is Interpolation and it's used in a load of other torque features as functions and things (see fxLight animation functions as an example). More on keyframes in general here: http://en.wikipedia.org/wiki/Key_frame

Also save often while animating, and if you need to start over just go into Animate tab and click Remove All Keyframes. If you only have beef with one of the keyframes, click and drag the animation tab at the bottom to the problem keyfram and hit Ctrl+Shift+K to delete that keyframe.

In the end export all seperate animation-containing ms3d files as .dsq files. And yeah animations are definitely tricky in milkshape.

Essentially save a base .ms3d with no animations then make one animation at a time, saving each of them as seperate .ms3d files. To start setting up Transform animations (joint rotations/movements), the first thing you do is you is you bring all your joints to the starting position you want and you hit Ctrl+K (Set Keyframe). Then you move the small animation key down at the bottom up to whichever point you want to set the next keyframe, then you move the joints around and you hit Ctrl+K again.
Sweet thanks.

Edit: Still giving that error though when I try on a dedicated.
Message box:
Title: DISCONNECT
Body:
(Load sequence base/data/shapes/player/m_test.dsq test failed for base/data/shapes/player/m.dts)
Console:
Sequence import failed:  sequence node "RHook detail100" not found in base shape.
Connection error: Load sequence base/data/shapes/player/m_test.dsq test failed for base/data/shapes/player/m.dts.
Issuing Disconnect packet.


Trying localclientconnection.player. playThread(2,test); on a non-dedicated doesn't do anything.


Edit2: Here is how I'm exporting it.
Yes, I'm only using frames 1 and 2. Frame 1 has no changes, is set as a keyframe. Frame 2 is just different arm rotations, set as a keyframe.

« Last Edit: October 05, 2009, 09:48:49 PM by Chrono »

A hacky python script I found on GG :cookieMonster:
If you post a link, I will be eternally grateful...

I decided maybe it was Milkshape's fault so I decided to switch to Blender.
The output filesize was much smaller, and surprise! I can connect to the dedicated server.

Problem. Server preloads the sequences once the mdts datablock is made, so adding more wont work.
Doing  clientgroup.getObject(0).player.playthread(2,test); does not work doing the same code for armattack does work
However, on the client, doing ServerConnection.getControlOb ject().playthread(2,test); does work... But that wont be of any use to anyone.

Next step is to figure out how to get the server to actually load the sequence... and make an animation that makes sense.

Update:

Copying the default model and animations worked... however...

Told you the materials get forgeted.

If you post a link, I will be eternally grateful...
Ah....  Oh well...

Told you the materials get forgeted.
When did you say that?

Edit: Still giving that error though when I try on a dedicated.
Message box:
Title: DISCONNECT
Body:
(Load sequence base/data/shapes/player/m_test.dsq test failed for base/data/shapes/player/m.dts)
Console:
Sequence import failed:  sequence node "RHook detail100" not found in base shape.
Connection error: Load sequence base/data/shapes/player/m_test.dsq test failed for base/data/shapes/player/m.dts.
Issuing Disconnect packet.

Hmm, check your Joints. It looks like the MS3D one you have might still contain all the exporter joints used to place meshes and things around. Try using Torque ShowTool Pro to compare your MS3D block dude with the original m.dts blockdude (you'll be comparing Nodes/Joints between the two) and see if yours has any extra unwanted joints or something. Dsq animation files should never contain more or less joints then the original base .dts shape.

This doesn't apply to meshes though, but keep in mind that that's because only joint animations are kept in .dsq files, so adding/removing meshes wouldn't show up anyways unless it's done in the base .dts shape. Adding joints and recording animations with them would cause some problems though.
« Last Edit: October 11, 2009, 09:02:12 PM by Muffinmix »

This doesn't apply to meshes though, but keep in mind that that's because only joint animations are kept in .dsq files, so adding/removing meshes wouldn't show up anyways unless it's done in the base .dts shape. Adding joints and recording animations with them would cause some problems though.
The strange thing is that the same file works when I export it with Blender.

The strange thing is that the same file works when I export it with Blender.

Through what methods did you export from MS3D to Blender? I don't know about Blender, but exporting from another program to MS3D maintains orientation and position information of all meshes by creating an extra Joint per mesh. Also, compare the Joints/Nodes/Bones between the MS3D and Blender versions.

Through what methods did you export from MS3D to Blender? I don't know about Blender, but exporting from another program to MS3D maintains orientation and position information of all meshes by creating an extra Joint per mesh. Also, compare the Joints/Nodes/Bones between the MS3D and Blender versions.
Oh I mean I just used that .blend file in the OP.

Also forgot to mention that I fixed the problem where my guy looked like he was made out of house bricks. (only missing 4 textures right now)

If you post a link, I will be eternally grateful...
Please?  I accidental deleted an awesome model and my Shaper trial ran out.

Please?  I accidental deleted an awesome model and my Shaper trial ran out.
How eternally :cookieMonster:

Update:

Copying the default model and animations worked... however...


brickhead