This is my first post on the forum - I hope I'm doing this correctly.
I'm trying to create a very basic animation on a mesh in Milkshape - a rotating box - which I can then export as 'd.3d / a.3d' format for inclusion in a mutator .u file.
I'm stuck.
I can create a box very easily but how I can get it to rotate 360 degrees in 30 frames for an animated sequence escapes me . . .
I have a little experience of animation . . . I should be able to set a keyframe at 1 and then a keyframe at 30 (with the box almost enirely spun around) and then the software should interpolate to create the missing frames for the animation.
The use of joints is needed somewhere, but even adding some of the vertices (or all of them) to a joint and attempting some sort of animated movement fails to work (I don't get any animation of any kind).
If a kind person who know Milkshape might give me some basic pointers, I would appreciate it, please - I've tried looking for basic information on the net, on youTube and tried to access the milkshape forum (but it's down).
I want to create some simple objects to act as health pickups in the game - This will be for the Tactical Ops add-on of UT99.
Thank you for any assistance - even if it's 'don't bother, try a different program'
Van Diesel
Automatically merged
The fact that 'Operate on selected joints only' was causing me a problem.
I am now getting spinning animation by rotating the model on a joint in the centre.
The issue I seem to be having now is that the animation I am exporting (.3d format) doesn't seem to be able to be imported with working animation.
(Well, this is the test I am using to see if it works or not).
Van Diesel
Automatically merged
Although Milkshape would not import the animation, it did export it correctly - or so it seems - I loaded the compiled Mutator (.u file) into UnrealEd and it shows the correct animation in the Mesh browser!!!
Deep joy!