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FPSC Classic Models and Media / TIP: How to Edit Dark Matter models in Milkshape 3D

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Corporate Dog
21
Years of Service
User Offline
Joined: 18th Jun 2003
Location:
Posted: 24th Nov 2006 17:14
The license for DM1 permits modification of its models. Unfortunately, the electronic version only provides us with DirectX .X files, which can't be modified in Milkshape 3D (the animation doesn't import).

After some trial and error, I've figured out how to convert DM1's models to Milshape's native .MS3D format.

You will need the following tools:

- Ultimate Unwrap 3D ($49.95, found here: www.unwrap3d.com)
- The free Milkshape3D plug-in for UU3D (found here: http://www.unwrap3d.com/downloads.aspx)
- Milkshape3D ($25, found here: www.milkshape3d.com)

And here's the process:

1.) There's something a little wonky with the scaling in DM1's models, which creates a giant skeleton with a pint-sized mesh when the models are opened in UU3D. First we have to fix THAT, so open up any DM1 .X file with WordPad (or your favorite text editor). Edit the waist (or hip) frame's FrameTransformMatrix. It'll look something like this:

Frame x3ds_Waist {
FrameTransformMatrix {
0.093358, 0.000000, -0.035837, 0.000000,
0.000000, 0.100000, 0.000000, 0.000000,
0.035837, 0.000000, 0.093358, 0.000000,
-0.000000, 1.121078, -0.000000, 1.000000;;
}

Note the bolded entries. If these entries are less than 1 (and they most likely will be) then multiply them by 10.

2.) Go to the waist's (or hip's) AnimationSet. You can identify it with the following text:

AnimationSet x3ds_animset_0 {
Animation x3ds_anim_0 {
{x3ds_Waist}

Delete the following AnimationKey text from that AnimationSet:

AnimationKey {
1;
1;
0; 3; 0.100000, 0.100000, 0.100000;;;
}

3.) Open up the model in Ultimate Unwrap 3D, and weld the vertices (3D Tools -> Weld Model...) using the default weld settings. Save the file as a Milkshape 3D model. It should now open easily in MS3D.

Hope this saves someone else a lot of trouble!

Regards,
Corporate Dog
Corporate Dog
21
Years of Service
User Offline
Joined: 18th Jun 2003
Location:
Posted: 25th Nov 2006 16:00
The license for DM1 permits modification of its models. Unfortunately, the electronic version only provides us with DirectX .X files, which can\'t be modified in Milkshape 3D (the animation doesn\'t import).

After some trial and error, I\'ve figured out how to convert DM1\'s models to Milkshape\'s native .MS3D format.

You will need the following tools:

- Ultimate Unwrap 3D ($49.95, found here: www.unwrap3d.com)
- The free Milkshape3D plug-in for UU3D (found here: http://www.unwrap3d.com/downloads.aspx)
- Milkshape3D ($25, found here: www.milkshape3d.com)

And here\'s the process:

1.) There\'s something a little wonky with the scaling in DM1\'s models, which creates a giant skeleton with a pint-sized mesh when the models are opened in UU3D. First we have to fix THAT, so open up any DM1 .X file with WordPad (or your favorite text editor). Edit the waist (or hip) frame\'s FrameTransformMatrix. It\'ll look something like this:

Frame x3ds_Waist {
FrameTransformMatrix {
0.093358, 0.000000, -0.035837, 0.000000,
0.000000, 0.100000, 0.000000, 0.000000,
0.035837, 0.000000, 0.093358, 0.000000,
-0.000000, 1.121078, -0.000000, 1.000000;;
}

Note the bolded entries. If these entries are less than 1 (and they most likely will be) then multiply them by 10.

2.) Go to the waist\'s (or hip\'s) AnimationSet. You can identify it with the following text:

AnimationSet x3ds_animset_0 {
Animation x3ds_anim_0 {
{x3ds_Waist}

Delete the following AnimationKey text from that AnimationSet:

AnimationKey {
1;
1;
0; 3; 0.100000, 0.100000, 0.100000;;;
}

3.) Open up the model in Ultimate Unwrap 3D, making sure that NONE of the import options are selected (you don\'t want to mess up your material groups, after all).

4.) Weld all of the model\'s vertices (3D Tools -> Weld Model...) using the default weld settings. Save the file as a Milkshape 3D model. It should now open easily in MS3D.

Hope this saves someone else a lot of trouble!

Regards,
Corporate Dog

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