Milkshape Model Anims Help Please
Wotahmi
Join Date: 2003-08-27 Member: 20285Members, Constellation
<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...
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
*edited* whoops lol. i'm tired, its a .smd file not qc donno why i put it there
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?
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-->