Hi all,
GOM helped me find my error so now I can set FPS and have it work
right in Milkshape.
@Bwian
From GrumpyOldMan's post in the animations thread he could add bones
and animate them by string name so it should work. Not familiar with
CA's tool. I'm still a novice at animating in Milkshape but I think that
would work. Question is what happens if you pull in a 20 bone animation
with animmerge, THEN add a tail bone. Does it put in N frames of
null animation for that bone which you can then edit in the keyframer
or does it just keep that bone with zero animation frames. Don't know how
you tell Milkshape you want to create frames for a single bone.
What I'm getting at is animextract as it stands now would probably work
right if you could get the same number of frames for each bone because it
reads the joint data in the ms3d file but it ignores any bone with
'weapon' or 'shield' in its name (no anims for these). Only problem I
see, and its a small one, is that I hard-coded the hierarchy tree for
humans into the extractor. I just need to make this a filechooser
pop-up to let you pick a standard hierarchy tree or a new one with an extra
bone. I need to solve this problem to do mounts and other non-human
anims anyway.
By hierarchy tree I mean the entries near the top of the .cas file that
look like this (when pulled out to decimal):
Code:
21
0 0 1 2 3 1 5 6 7 7 6 10 11 12 6 14 15 16 1 18 19
This does the parent/child relationship for bones. Presumably a tail bone
would come from bone_pelvis so it would be a 1 appended onto the end
of this and that's the new hierarchy tree.
If you try adding the bone after merging with a walk animation or something,
e-mail me the .ms3d file. I'd love to look at the joints section to see what
it did.
Bookmarks