Putting a bone into a model in MILKSHAPE ????

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mcunha98
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Putting a bone into a model in MILKSHAPE ????

Post by mcunha98 »

I dont give up make a static model to put in MOHAA !!!
My idea is make a statue to put into a "gate". Only this.
Obvious, i tell of make a STATIC model.

I get this image to refer and make my model using Wings3D.
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In finish, i export to 3DS File and opened in MilkShape to export for SKL using Scorpio plug-in, but it (Scorpio Plugin) need a bone.

I search, search and nothing about how i put bone in model using MilkShape. Some idea ???
aazumak
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Post by aazumak »

i cant figure it oout either:( really confusing me
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bdbodger
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Post by bdbodger »

Have you downloaded the help files then used the help menu ? Select joint from the model tab then click in one of the windows to make a joint or bone , to assign verts to bones with a bone selected click verts on the model tab select some verts then switch to the joints tab and press assign .
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aazumak
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Post by aazumak »

ah i did that. but what is a bone exactly? i mean the definition. what do they do?
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bdbodger
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Post by bdbodger »

milkshape call them joints and what you do is set the verts to a bone so when the models is animated the verts move and rotate when the bone is moved or rotated . If you set the verts to a bone then turn on the anim panel and make a key frame then change the frame to 5 lests say and create a new keyframe , rotate the bone in frame 5 ( don't move ) then goto frame 10 and make a keyframe and rotate the bone again then play it you will see how it fills in the frames between the key frames and animates . If you rotate a bone that has another bone connected to it the other bone will move too if it is after that bone in the chain . Rotate bones only when animateing don't move them . In this case the one bone will be used as the models origin I don't think you need to animate it at all .
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aazumak
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Post by aazumak »

so say i have a pistol.
it is made out of a bunch of groups
one is the thing on top that slides back and forth when fired(i forget what this is called)

the we have the trigger, and a bunch more parts that dont move

should i make a joint/bone through the parts that arent moving to connect them(or just leave them with no joint/bone)

and then have a seperate joint for the trigger and a serperate joint for the sliding part?


and should all joints be connected?




i really apreciate all the help, i ow you a ton man
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bdbodger
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Post by bdbodger »

Maybe you should download lightray3D and add the mohaa plugin . You won't be able to export anything from it unless you pay for it but you can import the mohaa models and animations into it to see for yourself how they did it . Also I made a slight mistake in the above post you rotate the model at frame 5 lets say then you make it a keyframe not the other way around also to start out with you copy the first keyframe then goto the last frame and paste the keyframe info so your model ends up where it started that looks smoother in a looping animation .

http://www.sxcreations.com/lr3d/lightray3d.php
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aazumak
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Post by aazumak »

ok im making a pistol in milkshape

what bones do i need?(joints)

one in the barrel? how does it know what direction to go?(the bullet)(dont know what this 1 is called
one for bullet coming out (tag_eject i think)
one for ammo cartridge???(dont know what to call)
one for trigger????(dont know what to call)
one for sliding piece on top????(dont know what to call)
yes im a noob and i really need some help here


and for the names, do i just name the joint this?? or do i have to script?

lightwave just confuses me more
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bdbodger
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Post by bdbodger »

lightwave is a different program it is lightray I was talking about . If you have it do this for a test import the colt45.skd and the animation fire_colt45.skc with the use existing bones option . In the editor make a cube then click on the modify button and go down to convert to skin ( you may have to use the scroll bars or drag the menu up to see it ) . Select the verts of the cube and use the assign to bone button and use the scene list icon at the top the one that looks like page with an arrow to assign the verts to the chamber bone then play the animation . You will see the cube move with the chamber . Now for a second test select the chamber bone and move it manually front to back you see the cube moves also well if you had the record button turned on and moved to a frame and used set you would have made a keyframe . That animation only has 4 keyframes and the first and last are the same . The bullet uses the direction the tag_barrel bone is faceing to know which way to go or it just goes from that tag to where you are aiming I don't know or care . It has been a while since I have looked at it so I guess you do use move too but for ai animation you normally only use the rotate option with the bones as I remember .
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aazumak
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Post by aazumak »

ok ive donea ton of stuff and i think its ready.


but i cant export. whereever i go i cant find a .skd exporter. ive spent hours trying. googling and asking everywhere. anytime i gte close like scorpios ones, the link he has is dead and there is nothing at the end. syas file cannot be found? i really really reall need to find an exporter.(i have an importer) and lightray wont let me export unless i buy it
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bdbodger
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Post by bdbodger »

These are the ones I have for milkshape

Mohaa_milk1.7_plugs.zip
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Post by Runt »

Maybe a bit offtopic, but does a grenade also use bones?
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Post by Rookie One.pl »

Yes.
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aazumak
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Post by aazumak »

everything has bones/joints. opena grenade and see what they call the joints

and thanks for plugins

edit: problem! those dont export into .skd's :( can any1 else do this?
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