Milkshape Model Anims Help Please

WotahmiWotahmi Join Date: 2003-08-27 Member: 20285Members, Constellation
edited January 2004 in NS Customization
<div class="IPBDescription">Trying to understand Multi-Animations</div> I have started modeling with Milkshape and I am ok with the modeling and animating a model. But with NS... I notice there are multiple animations for what a model might be doing.

For instance the Armoury:
$sequence spawn "spawn" loop fps 5
$sequence deploy "deploy" fps 8
$sequence idle_basic "idle_basic" loop fps 5
$sequence idle_adv "idle_adv" loop fps 5
$sequence adv_upg "adv_upg" fps 8
$sequence active_basic "active_basic" loop fps 25
$sequence dummy_fire "dummy_fire" fps 1
$sequence take_damage_dummy "take_damage_dummy" fps 1
$sequence die_forward "die_forward" fps 17
$sequence die_left "die_left" fps 17
$sequence die_backward "die_backward" fps 17
$sequence die_right "die_right" fps 17
$sequence active_adv "active_adv" loop fps 25

Now, when I look at some of the relevant smd files... they only include skeletons, joints etc and the animations for them. For instance, spawn.smd only has the skeleton and the animation.

So my question is... how do you define the bone structure to the model when the model is not actually in the smd file? There is only the skeleton and the animation.

Sorry if this is a total noob question... Please point me to a relevant tut if required!

Thanks...

Comments

  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    edited January 2004
    Reference .smd's look in the upper portion of the armory .qc file and there should be a $bodygroup studio line, look at the file in there, that's the *.smd file you get with the actual model. then the others are the animations only, and when you compile the qc file, it takes the bodygroup studio file and compresses the animations and model into one .mdl

    *edited* whoops lol. i'm tired, its a .smd file not qc donno why i put it there
  • WotahmiWotahmi Join Date: 2003-08-27 Member: 20285Members, Constellation
    So to that... If I first make the reference model with skeletons, bones etc...

    then all other smd file anims will just know where to associate themselves to the mesh without actually having a mesh in the smd file? Because the QC file will merge all the data together?

    And how do you judge what the animations are going to look like if you dont have a mesh?
  • BAshhBAshh Join Date: 2003-08-26 Member: 20222Members, NS1 Playtester, Contributor
    as shown in the gif i attached you can export these two types of files. As well, you can import the two.Thing is, MS already knows the difference, and if the skeletal system in the referance SMD you have opened, you can import sequence SMD's to apply the animations to it. As well when you are CREATING your models, you generally animate with the mesh present and export animations as needed.
  • WotahmiWotahmi Join Date: 2003-08-27 Member: 20285Members, Constellation
    Ah! Excellent! Good man! <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

    Thanks heaps for that! Now I understand competely! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
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