Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / limb animation

Author
Message
Jurgen
22
Years of Service
User Offline
Joined: 3rd Mar 2003
Location:
Posted: 30th Dec 2003 17:10
Hi there, I'm very happy to see others that have figured out this handy-command, but I just can't make a model that works with limbs.

I made a program to test this new (to me) command, and nothing happened. Then I used the mesh.x from arras and then it did work, so the coding is just fine.

In mlkshape I made a cylinder, added two joints, set time scale to 2 and made two keyframes. Then I exported JT-exporter->.x with:
- directX skin and bones
- binairy and templates
- animation time factor 2
- animation range 1 -> 2
- animation set name "AnimationSet0"

what am I doing wrong here? Is there a tutorial on the internet (not the one on this webpage, I did exactly what was told) that step by step tells me what to do? I'm frustrated, I tried allmost everything...

Thanks in advance, Jurgen

"Only when all the seas are poisened, only when all the trees have been cut only when all the animals are killed, people will understand that money can't be eaten..."
Jurgen
22
Years of Service
User Offline
Joined: 3rd Mar 2003
Location:
Posted: 1st Jan 2004 13:35 Edited at: 1st Jan 2004 14:39
I am using milkshape 1.6.4 ; Is this a correct version?

[EDIT] guess it wasn't, I downloaded the newest version and it worked.

Now I have another question (seemded stupid to start a new thread), in arras' example the model just strechted out when it changed angle, my models just fall apart! How can I fix this?

"Only when all the seas are poisened, only when all the trees have been cut only when all the animals are killed, people will understand that money can't be eaten..."
arras
22
Years of Service
User Offline
Joined: 3rd Feb 2003
Location: Slovakia
Posted: 1st Jan 2004 19:54
Its the way you attach wertices to joints. If you attach all wertices of face to one joint and second face to second joint then joints control rottation and movement of whole faces and model will break apart ...this is principle of limb animation (joint control one limb which consist of whole faces)

Mesh deformation works when some vertices of face are attachet to one joint and other to second or more joints. Like this when you rotate joint, you rotate only some vertices and face or several faces (mesh) deform.

So basicly when you want limb animation, select faces or groups of faces to attach to joint.
If you want mesh deforming then svitch to vertex selectin and attach points instead whole faces.

Hope it helps, if not just write here and I try to describe it more detaily.
Jurgen
22
Years of Service
User Offline
Joined: 3rd Mar 2003
Location:
Posted: 2nd Jan 2004 13:37
Well, please do. How can I assign faces to joints?! I thought it was only possible with vertices... because when I click on select assinged it selects vertices. I'm sure you're right, I just don't understand.

Jurgen

"Only when all the seas are poisened, only when all the trees have been cut only when all the animals are killed, people will understand that money can't be eaten..."
arras
22
Years of Service
User Offline
Joined: 3rd Feb 2003
Location: Slovakia
Posted: 2nd Jan 2004 17:38
there are seweral ways of selecting in Milkshape, you can svitch between them : vertex selecting, face selecting and group selecting.

When you select face and attach to joint it will automaticly assign all its wertices to that joint. The same goes for group.

If you select face and assign to joint you make sure all and only wertices belonging to that face are assigned.
If you select point (which consist of several vertices belonging to diferent faces) it can happen that vertices of one face are assigned to diferent joints ...and thats what you need for mesh deformation.
When selecting point inside mesh use selecting box to make sure all vertices in that position are selected.
Jurgen
22
Years of Service
User Offline
Joined: 3rd Mar 2003
Location:
Posted: 3rd Jan 2004 13:33
Wow, thanks... I didn't know a lot of those things , I tried alot and nothing worked, I did your thing and voila!

Thanks again, Jurgen

"Only when all the seas are poisened, only when all the trees have been cut only when all the animals are killed, people will understand that money can't be eaten..."

Login to post a reply

Server time is: 2025-06-27 17:28:51
Your offset time is: 2025-06-27 17:28:51