Milkshape to Moviestorm, getting (animated) props on set, A tutorial on importing meshes through Milkshape in to Moviestorm |
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Milkshape to Moviestorm, getting (animated) props on set, A tutorial on importing meshes through Milkshape in to Moviestorm |
Jul 9 2010, 9:07 PM
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#21
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![]() Master Director Group: Pioneers Posts: 3,940 Joined: 28-August 08 Member No.: 2,534 |
For some reason in this attempt I had trouble selecting all the lines in the body. When you clicked on the "Select" button did you have the "Group" button selected and the "Ignore backfaces" switched Off and then use a click and drag select? I found that if you didn't do that it was easy to miss bits. Or if you went into the Groups tab and clicked on each group one at a time then clicked on "Select", I found it worked OK. My animation didn't work correctly first time either so I just opened the project up again and put in 4 keyframes with the prop rotated 90 degress each time, then exported the animation (with a new name just in case) and chose that name as the default in MW. That fixed it. I'm guessing that you have to have more than just two keyframes so the software knows in which direction you want to rotate. Also I wonder if the two end frames should actually be exactly 360 degrees different? Maybe the last one should be slighty short of the full circle, otherwise two frames will have the prop in the same position. -------------------- "I have had the same problem with getting the wheels to rotate properly with animated cars. They have to be all the same size and round and that helps a bit." America's Top Modder.
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Jul 9 2010, 9:36 PM
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#22
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![]() Master Director Group: Pioneers Posts: 776 Joined: 25-January 07 Member No.: 118 |
When you clicked on the "Select" button did you have the "Group" button selected and the "Ignore backfaces" switched Off and then use a click and drag select? Prima, The directions say to use "Face" rather then "Group": "Select the Face option and turn OFF Ignore Backfaces." I'll try your method next. I'm also wondering if I have a Video Card issue as I'm seeing some quirky stuff in this function. |
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Jul 9 2010, 9:39 PM
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#23
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![]() Master Director Group: Pioneers Posts: 3,940 Joined: 28-August 08 Member No.: 2,534 |
Yes sorry you are right I meant to write "Face" however I have been working on another model and have been using "Group" and that seems to work for me.
-------------------- "I have had the same problem with getting the wheels to rotate properly with animated cars. They have to be all the same size and round and that helps a bit." America's Top Modder.
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Jul 9 2010, 9:44 PM
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#24
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![]() Master Director Group: Pioneers Posts: 3,940 Joined: 28-August 08 Member No.: 2,534 |
One other thing I have found tricky is the fact that you have to "weld" all the touching vertices together when you use the method of building one side of a symmetrical model then copying and flipping it.
However if you remember to "Hide" the groups you are not actually working on it does get a little easier. -------------------- "I have had the same problem with getting the wheels to rotate properly with animated cars. They have to be all the same size and round and that helps a bit." America's Top Modder.
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Jul 12 2010, 10:09 AM
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#25
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![]() Master Director Group: Pioneers Posts: 1,562 Joined: 30-June 06 Member No.: 5 |
Fix for possible mapping issues here when trying to make video screens: http://www.moviestorm.co.uk/forums/index.p...ic=8968&hl= I will try and do a new tutorial showing how to bring this weird TVTree in to Moviestorm when I get a few more free minutes. P.S. it was made entirely in Milkshape -------------------- Chris Ollis
Caretaker of www.moddingstorm.co.uk, the one stop shop for all your extra addon needs Plus Minor Web Celebrity, Viral Guru, Toy designer and BBC comedy writer :D |
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Jul 12 2010, 8:30 PM
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#26
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![]() Master Director Group: Pioneers Posts: 1,562 Joined: 30-June 06 Member No.: 5 |
HERE IS ANOTHER AMAZING MILKSHAPE TUTORIAL!
This time I give you a quick run through on building a simple object (a cube) from scratch, assigning 6 different materials and getting it in to Moviestorm. Excuse any errors, I haven't checked it PDF and accompanying files attached, the Milkshape file is basically the finished state for reference.
Attached File(s)
-------------------- Chris Ollis
Caretaker of www.moddingstorm.co.uk, the one stop shop for all your extra addon needs Plus Minor Web Celebrity, Viral Guru, Toy designer and BBC comedy writer :D |
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Jul 12 2010, 8:55 PM
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#27
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![]() Master Director Group: Pioneers Posts: 3,940 Joined: 28-August 08 Member No.: 2,534 |
Thanks Chris, will try a.s.a.p.
I must admit I am almost hoping this doesn't work for me which will mean there is something wrong with my set up and not that I didn't do something I should have -------------------- "I have had the same problem with getting the wheels to rotate properly with animated cars. They have to be all the same size and round and that helps a bit." America's Top Modder.
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Jul 13 2010, 2:51 PM
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#28
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Master Director Group: Pioneers Posts: 562 Joined: 20-October 06 Member No.: 19 |
Totally awesome, I can't wait to dig into this! Thank you, Chris!
-------------------- Phil "Overman" Rice
Zarathustra Studios - http://z-studios.com |
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Jul 14 2010, 9:24 AM
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#29
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Master Director Group: Pioneers Posts: 767 Joined: 29-December 08 Member No.: 3,720 |
This looks interesting, is there any way with Milkshape to crate 'Accessory' items..?
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Jul 14 2010, 9:35 AM
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#30
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![]() Master Director Group: Pioneers Posts: 1,562 Joined: 30-June 06 Member No.: 5 |
This looks interesting, is there any way with Milkshape to crate 'Accessory' items..? No idea, you could try creating bones with the same names as parts of the actors, skinning objects to it and seeing if you can make it work. I haven't got the time to do such tests as it could take some time finding the workflow. -------------------- Chris Ollis
Caretaker of www.moddingstorm.co.uk, the one stop shop for all your extra addon needs Plus Minor Web Celebrity, Viral Guru, Toy designer and BBC comedy writer :D |
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Aug 31 2010, 6:06 PM
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#31
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![]() Master Director Group: Pioneers Posts: 1,868 Joined: 10-August 09 Member No.: 5,849 |
I finally got round to following your tutorial Chris and got a very good result.
Oddly though I am having less luck with any of my own models though, including basic ones -------------------- |
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Aug 31 2010, 8:22 PM
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#32
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![]() Master Director Group: Pioneers Posts: 3,940 Joined: 28-August 08 Member No.: 2,534 |
I finally got round to following your tutorial Chris and got a very good result. Oddly though I am having less luck with any of my own models though, including basic ones What problems are you having kv? I have probably had them too and may have found an answer. -------------------- "I have had the same problem with getting the wheels to rotate properly with animated cars. They have to be all the same size and round and that helps a bit." America's Top Modder.
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Aug 31 2010, 9:04 PM
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#33
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![]() Master Director Group: Pioneers Posts: 1,868 Joined: 10-August 09 Member No.: 5,849 |
What problems are you having kv? I have probably had them too and may have found an answer. Well I imported a .3ds format sketchup model that I made, it`s only a very simple model but when it imported into milkshake even though the textures show in material they do not on the model. Also when I try to add bones in the same way as in this tutorial rather than getting a tidy bone display I end up with a mess that just does not work (see image in next post) -------------------- |
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Aug 31 2010, 9:04 PM
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#34
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![]() Master Director Group: Pioneers Posts: 1,868 Joined: 10-August 09 Member No.: 5,849 |
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Aug 31 2010, 9:52 PM
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#35
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![]() Master Director Group: Pioneers Posts: 3,940 Joined: 28-August 08 Member No.: 2,534 |
Well I imported a .3ds format sketchup model that I made, it`s only a very simple model but when it imported into milkshake even though the textures show in material they do not on the model. Also when I try to add bones in the same way as in this tutorial rather than getting a tidy bone display I end up with a mess that just does not work (see image in next post) 1). You have to assign a material to each group. In the Groups tab does each group have the material name next to it? If so, make sure you have chosen the "Textured" view in whatever window you are using (right click on window for option). If it still doesn't show, the model may have lost the link to the true material location so go to the "Materials" tab and click on the Material name button (next to the top "None" button) then navigate to the material in your folder and it should reappear on the sphere and in the window. 2). Not sure what is happening here but see in the 3D view? I think the light green lines are your "Bones". The Triangle and "circle" are guides for when you want to move them. I normally only see those when I select a joint and click "Move" or "Rotate" and those shapes have the "joint" at their centre. <EDIT> Yup I'm fairly sure the red "circle" has the currently selected joint at its centre.</EDIT> -------------------- "I have had the same problem with getting the wheels to rotate properly with animated cars. They have to be all the same size and round and that helps a bit." America's Top Modder.
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Aug 31 2010, 10:38 PM
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#36
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![]() Master Director Group: Pioneers Posts: 1,562 Joined: 30-June 06 Member No.: 5 |
I think the problem you've got with the bones is that your model is really tiny and the bones are really huge. Try scaling the model up a load or changing the scene scale.
-------------------- Chris Ollis
Caretaker of www.moddingstorm.co.uk, the one stop shop for all your extra addon needs Plus Minor Web Celebrity, Viral Guru, Toy designer and BBC comedy writer :D |
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Sep 1 2010, 12:33 AM
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#37
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![]() Master Director Group: Pioneers Posts: 1,075 Joined: 12-February 09 Member No.: 4,235 |
Well I imported a .3ds format sketchup model that I made, it`s only a very simple model but when it imported into milkshake even though the textures show in material they do not on the model. You need to weld the vertices. |
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Sep 1 2010, 2:12 AM
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#38
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![]() Master Director Group: Pioneers Posts: 3,940 Joined: 28-August 08 Member No.: 2,534 |
Milkshape often needs to re-weld vertices. Meshes often need welding upon import. Yes it is infuriating at times, even without importing. E.g. Create a new box, select a corner vertex and open Manual Edit. It will show there are actually 3 vertices, one for each face. Is this normal behaviour for 3d Modelling programs? -------------------- "I have had the same problem with getting the wheels to rotate properly with animated cars. They have to be all the same size and round and that helps a bit." America's Top Modder.
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Sep 8 2010, 3:09 AM
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#39
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![]() Director Group: Pioneers Posts: 120 Joined: 8-February 07 Member No.: 136 |
Wow! Haven't tried it yet, but this is totally cool!
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Sep 8 2010, 3:20 AM
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#40
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![]() Master Director Group: Pioneers Posts: 3,940 Joined: 28-August 08 Member No.: 2,534 |
Wow! Haven't tried it yet, but this is totally cool! It is pretty wonderful - when you are not tearing your hair out -------------------- "I have had the same problem with getting the wheels to rotate properly with animated cars. They have to be all the same size and round and that helps a bit." America's Top Modder.
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