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FPSC Classic Models and Media / Milkshape Problem with FPSC's .x Files

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Mr McT
14
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Joined: 17th Jul 2010
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Posted: 30th Jan 2011 04:00
Hello There

I have recently taken an intrest in animation. I have downloaded milkshape and now i'm ready to roll, I came across a slight problem though. I wanted to change the animations on the 1911 in MP9 you see, and I noticed that Milkshape cannot import .x files. Looking around i found a thread about the Fragmotion -> .ms3d -> Milkshape method. Now it did work, but it has a problem where the thumb on the left hand is not assigned to a joint. I have tried assigning the vertex to the joint several times, but it just is'nt assigning. Not sure whats wrong but i really want to get cracking on some lovely animations.

Any help is appriciated.

Thanks in advance
Poloflece
15
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Joined: 14th May 2010
Location: Australia
Posted: 30th Jan 2011 06:35
I'm not too sure, I've had numerous issues with any rigging with hands in milkhape, the only two sets which I don't get issues on are the mp5 hands and the stock upgrade hands.

It is probably fragmotion importing that's causing the problem. It's direct x capabilities are a bit faulty, I think.

Poloflece


Rust Pack WIP here http://forum.thegamecreators.com/?m=forum_view&t=178788&b=24
Mr McT
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Joined: 17th Jul 2010
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Posted: 30th Jan 2011 14:24
Hmm. I thought it might be down to FragMOTION. I can confirm your experiances as well. MP5 hands will import with no problems. Maybe it's because of the amount of bones

Is there any other way of getting a .x file into Milkshape without it causing any problems? I know about the Import DirectX Mesh option, But that takes away the bones. (i also have Autodesk 3D Studio Max (trial)), but the importing options on it is rather bad

Thanks in Advance
MONEY TAKEA
16
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Joined: 23rd Nov 2008
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Posted: 30th Jan 2011 14:54
Im pretty sure you dont assign it to a vertex, rather than a group. Try grouping all the shapes, vertices, and faces that make up the thumb, Then Assign the joint to your regrouped thumb.

Hope this helps,

Im a little Jessiiee <3
Mr McT
14
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Joined: 17th Jul 2010
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Posted: 30th Jan 2011 16:25
Connecting a joint to a vertex works fine on the MP5 from... Well MP5 XD

Anyway, I'm guessing Milkshape does'nt like the way the file has been comiled by FragMOTION. Is there any other format that will maintain skeleton, joints and mesh? And if so, how do i convert into that?

Thanks in advance
WickedX
16
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Joined: 8th Feb 2009
Location: A Mile High
Posted: 30th Jan 2011 19:28 Edited at: 30th Jan 2011 19:33
I am sorry; I don’t know much about gun and hand animations, yet. But this may help. I changed the character animations for something I needed in Fragmotion alone. I opened the FPSC character model for the animation I wanted. Deleted the faces and Vertices, then export the animation as a x file. These are the export options I used; Compressed, Matrix keys only and I set the Frames/Sec to 60000. I loaded the character that I wanted to give this animation too. Deleted the animation only, exported the model and bone structure. Then I reloaded the model and merged the animation. Then I exported with same setting. This worked perfectly.

I have found that when working with Milkshape, use native .ms3d only. I have found it best not to use Milkshape’s import and export options. I have not really used Milkshape much. But I have used these methods and they have worked for my purposes.
Wicked Blood Gaming
15
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Joined: 6th Jun 2010
Location: Colorado
Posted: 5th Feb 2011 01:56
Is your name really MrMcTitties

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