Multiple Gun Animation (Milkshape 3D)

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Spectra
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Multiple Gun Animation (Milkshape 3D)

Post by Spectra »

As I started myself in creating Models using Milkshape 3D.

I created these two Guns:

Image

Image

I learned Modelling, Texturing and now want to learn Animations. As Animation is a Major Part of a Gun
However, I created only one Animation i.e 'Fire' but now I am having trouble that I am unable to Create another Animation like say 'Select', and it messes up my Previous Animation and that's y I had to UNDO everything.

1 Question: Does Multiple Animations require Multiple Joints???
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Feralidragon
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Re: Multiple Gun Animation (Milkshape 3D)

Post by Feralidragon »

Joints are like the articulations of your body: they just define what to move with them, not the movement itself.
As for the animations, you have to make all the animations one after the other, for example:
- Frame 1 to 10: Fire animation
- Frame 11 to 20: Alt-fire animation
etc...

Did you watch the videos I sent you?

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Re: Multiple Gun Animation (Milkshape 3D)

Post by Spectra »

I am still getting confused. I did the Fire Animation from 0-11 and tried to do the Select Animation from 12-21 via another Joint (separate)

Other Forums says that Milkshape 3D is poor in Animations.
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Re: Multiple Gun Animation (Milkshape 3D)

Post by Feralidragon »

Rocky wrote:I am still getting confused. I did the Fire Animation from 0-11 and tried to do the Select Animation from 12-21 via another Joint (separate)
No, you don't create separate joints for each animation. I think you are not understanding the concept of a joint here:
- first, before you animate anything, you create the joints. You don't add new ones mid-animation or anything, you create them beforehand and attach each joint to each set of vertexes;
- these joints can be linked to each others (so when the parent joint moves, so do the ones connected to it), hence creating a "skeleton" (the term for a set of connected joints);
- then, during animation, you use the same joints for everything, the thing is: each frame of animation is a different position/rotation of the overall set of joints.
Rocky wrote:Other Forums says that Milkshape 3D is poor in Animations.
MilkShape is poor in everything lol
The only reason I also use it it's because of its excellency when it comes to export to UT, it's pretty much flawless in that field compared to all the other modelers.
But as a modeler program... it's garbage actually, the easiest of jobs is a nightmare there.
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Re: Multiple Gun Animation (Milkshape 3D)

Post by Spectra »

Ok then is this one Correct???

I created every Animation with a Single Joint as you can see in this GIF Image

Image

1st : Fire
2nd : Select
3rd : Down(Deselect)
4th: Still
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Re: Multiple Gun Animation (Milkshape 3D)

Post by Feralidragon »

Yeah, pretty much. :)
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Re: Multiple Gun Animation (Milkshape 3D)

Post by Spectra »

Phew........
Thank God. Now I know how to do some Animation in Milkshape.

But Problems still comes and goes on lol :loool:

A new problem emerged in Game now:

Image

How do I rotate my Gun here????
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Re: Multiple Gun Animation (Milkshape 3D)

Post by Feralidragon »

You have to rotate it by 90º on the import directives, by adding a "Yaw=<value here>". It can only go from 0 to 255 though, where 64=90º.
So where you have something like this:

Code: Select all

#exec MESH ORIGIN MESH=MyMesh X=0 Y=0 Z=0
Make something like this:

Code: Select all

#exec MESH ORIGIN MESH=MyMesh X=0 Y=0 Z=0 Yaw=64
Or:

Code: Select all

#exec MESH ORIGIN MESH=MyMesh X=0 Y=0 Z=0 Yaw=192
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Re: Multiple Gun Animation (Milkshape 3D)

Post by Spectra »

Thx :)

It Worked now here comes the Pickup Problem.

The Pickup looks very small even smaller than the Unreal 1 Sniper Rifle.
I tried to increase the Drawscale. No Solution Found.
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Re: Multiple Gun Animation (Milkshape 3D)

Post by Feralidragon »

Check the PickupViewScale and ThirdPersonScale properties.
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