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Another creepy Milkshape oddity
 
kv
post Apr 5 2011, 4:29 PM
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I noticed this a few days ago when I got started animating gestures, after exporting the animation in Milkshape the mesh sags more than it does when selecting Animate button, it seems the more you export the more the mesh sags. The following is after 2 parts of an animation were exported:



Now thats darn scarey blink.gif


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luxaeternam
post Apr 6 2011, 3:59 AM
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Hmm. Now, don't take this the wrong way, but why are you still using Milkshape? I'm curious as to why, despite its faults, some people prefer it to the free alternative Misfit. I've probably missed something obvious here, so feel free to reply "duh" if I have! biggrin.gif


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kv
post Apr 6 2011, 6:38 AM
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Well Misfits Cal3d exporter is very limited, it gives you almost no control over the export, ie if I want to export the animation as two parts in Misfit I can`t because it does not give the the option to do so.

In Milkshape though you can export your animation in parts, and it gives you much more control over it with options that misfit does not provide.


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Reacher
post Apr 6 2011, 1:43 PM
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QUOTE (kv @ Apr 6 2011, 01:38 AM) *
Well Misfits Cal3d exporter is very limited, it gives you almost no control over the export, ie if I want to export the animation as two parts in Misfit I can`t because it does not give the the option to do so.

In Milkshape though you can export your animation in parts, and it gives you much more control over it with options that misfit does not provide.

It is actually not too hard to export multiple skeletons in Misfit. See my tutorial on held props for details.
http://www.moviestorm.co.uk/forums/index.p...showtopic=10755

The short version:
Save your work
Delete the skeletons (and meshes if you are working with a new prop) you don't want to export.
Export
Undo or reload saved file
Delete the one you just exported
Export

The nice thing about Misfit is that it will export multiple animations in one step, you don't have to split up by frame number like Milkshape.

-- Reacher
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lucindamc123
post Apr 6 2011, 8:38 PM
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The only problem I am having with Milkshape is with the Moviestorm Skeletons so I am working on recreating them in Milkshape with the vertices properly assigned. It is a very difficult to do this and will take me quite a bit of time but when I get them finished, they will hopefully work better in Milkshape. The trickiest part is to make sure I get all the bones correctly placed. I did successfuly import a new mesh onto the existing skeleton and just have to assign the vertices but they have to be assigned exact or the animations won't work.

Any meshes and skeletons I have created on my own have worked perfectly in Milkshape.


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kv
post Apr 6 2011, 8:53 PM
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Just give that a try and once again my hat is off to you mate, it really does work a charm and eliminates the need for Milkshape when animating.

Just got to remember to clean up after it as it generates excessive files that moviestorm does not require.


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