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FPSC Classic Models and Media / Exporting Milkshape Animations

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Bennett
17
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Joined: 16th Oct 2007
Location: Isle of Man, UK
Posted: 18th Sep 2009 20:02 Edited at: 18th Sep 2009 20:39
Looking for some help with a bar hatch i'm designing. It's designed to be inserted into a segment using the segement kit and is animated but neither segment kit or the fpsc software is reading the animation. segment kit just doesn't load the entity and fpsc just doesn't animate it when it's been inserted as an entity.

I'll run through the procedure i'm using to create the animation in milkshape and the export settings (although I've tried several combinations).

First I create the joint in the center of where the hinges would be attached:



Next I assign the box group to the joint so when I move or rotate the joint the hatch lid moves too. Now I click Anim and then go to 'Animate > Set Keyframe' next I move the slider to 15 frames, select the joint and rotate 135 around the Z axis:



Now I repeate 'Animate > Set Keyframe' then move the slider along to 30 frames, rotate the joint -135 around the Z axis and set one last keyframe. Now the vertices rotate around the joint back and forth when i click the play button. Now I export it (not before saving) using dxJT Exporter with the following settings:



But it just doesn't want to work. If anyone knows a solution then please let me know!

I've tried changing several options in JT exporter like Binary, Templates, Right Handled, Interpolation Count 1, Loop Animations, Spline Positions and Rotations, but have always kept the scaling to 1.

There's more to life than gaming, computers and coding, that doesn't mean you need to stop, just to take it easy!

In memory of Petey - 1980>2007
Black Profductions
16
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Joined: 15th Sep 2008
Location: Argentina
Posted: 18th Sep 2009 23:46
you know what is easier? I tell you this becouse of my experience exporting animations to fpsc, i recomend you saving the file as a milkshape 3d file, then open it with fragmotion, and exporting it as a compressed .x file, its muche easier

Disturbing 13
20
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Joined: 12th Apr 2005
Location: Murder Capital of the World
Posted: 19th Sep 2009 02:53 Edited at: 19th Sep 2009 02:53
are you placing this as a segment?
you would be better off looking at how a door is set up with a 'cut', and making the hatch seperately as a segment with entity. Be sure to have your floor enabled for csg. Give that a look and ill try to see how things are going and help you achive what you want. BTW the jt exporter is the better option.

Don't just say No it can't be done. Think outside the box.
starmind 001
FPSC Reloaded Backer
17
Years of Service
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Joined: 23rd Sep 2007
Location:
Posted: 19th Sep 2009 20:49
Here's what you do place one joint at the center of the x,y,z axis and name it body or main then create your bones. Here is alittle tutorial. This works for just about everything. Also export like this:

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Bennett
17
Years of Service
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Joined: 16th Oct 2007
Location: Isle of Man, UK
Posted: 24th Sep 2009 19:06
Thanks for the help but I managed to figure it out myself, all I had to do was move the mesh to the meshbank and the texture to the texbank and it worked fine. The export settings I use for MS are basically:

DirectX Retained Mode
Position Scaling = 1

Exclude animation if not using one obviously but if I am then I don't have any animation boxes ticked and set the time factor to 1

So apart from the above nothing else is checked or changed.

I was exporting just the bar hatch lid as an entity but the bar counter as a segment and pieced the two together in segment kit. All works fine now.

I'm building a pool hall pack and it's almost finished. There's all kinds, pool tables, lights, bar and shelf segments, stools, cues, balls, cue racks, ceiling fan and loads more. Am actually pretty proud of how its turned out. Planning on eventually building an entire city set, the next being a railway and subway station pack.

Will release a video soon of the completed pool hall in use!

There's more to life than gaming, computers and coding, that doesn't mean you need to stop, just to take it easy!

In memory of Petey - 1980>2007

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