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Milkshape Export - Animation fixed
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MadMikeAU
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Joined: 18 Apr 2011
Posts: 38
Location: West Sydney, NSW, Australia

PostPosted: Wed May 04, 2011 2:26 pm    Post subject: Reply with quote

Its even more important to tell us if it DOESN'T work. So it can be fixed.

Meanwhile, I have successfully used this path for my game development...

DeleD --M3D--> Milkshape --FBX--> XNA (using XNAnimation)
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John
DeleD PRO user


Joined: 22 Dec 2008
Posts: 182
Location: Houston, TX

PostPosted: Thu May 05, 2011 5:10 pm    Post subject: Reply with quote

Status report...

I put together a simple animated flag. It imports (as MS3D) into Ultimate Unwrap just fine (texture AND animation retained). I exported it as a B3D file and ran it in Blitz 3D.

Good news: The animation works just fine in Blitz3D.
Bad news: The texture does not show and the mesh is unlighted.

This is most likely either a problem with Ultimate Unwrap's B3D exporter or my B3D code. I'll continue working on it, and test the Collada->Torque 3D route when I have more time.
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John
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Joined: 22 Dec 2008
Posts: 182
Location: Houston, TX

PostPosted: Thu May 05, 2011 8:10 pm    Post subject: Reply with quote

Ok I got this pipeline to work:

DeleD (export MS3D) ->(Import MS3D) Ultimate Unwrap(Export Collada)->T3D

Here is a render from T3D (ugly I know, but proof of concept):
http://i295.photobucket.com/albums/mm151/coffeeaddict21/anim_collada_flag.png

The B3D path is working except the texture isn't being applied for some reason in B3D. I'll continue to work on it. I doubt there is anything wrong with the Deled MS3D plugin itself.

If anyone wants the files for some reason, send me a message.
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Jeroen
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Joined: 07 Aug 2004
Posts: 5317
Location: The Netherlands

PostPosted: Thu May 05, 2011 8:44 pm    Post subject: Reply with quote

Excellent news guys - you're doing a great job. Very Happy I'm thrilled to see DeleD's animation being put to good use in other programs/environments. I've updated the sticky topic about DeleD animations (found here) with the pipelines specified here.

About the B3D path: let us know if you find a fix for that one.
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John
DeleD PRO user


Joined: 22 Dec 2008
Posts: 182
Location: Houston, TX

PostPosted: Thu May 05, 2011 11:29 pm    Post subject: Reply with quote

Just got the B3D path working. On export in Ultimate Unwrap you have to open the "flag options/textures" box and select "Add" instead of "Multiply" which is the default.

Again, not pretty but proof of concept...
http://i295.photobucket.com/albums/mm151/coffeeaddict21/b3d_anim_sshot.jpg

Here is the B3D code I used for interested parties:

Code:
Include "key_scancodes.bb"

If GfxMode3DExists(800,600,32)=False
   RuntimeError "Error: Unable to launch graphics at 800x600x32."
   End
End If

Graphics3D 800,600,32
SetBuffer BackBuffer()

AppTitle "Render To Texture Tool"

camera=CreateCamera()
PositionEntity camera,0,400,700
CameraRange camera,1,1500
CameraClsColor camera,255,255,255

rendermesh=LoadAnimMesh("flag.b3d")

light = CreateLight(0)
MoveEntity light,0,200,500
PointEntity light,rendermesh

Animate rendermesh,1,0.1

PointEntity camera, rendermesh
While(KeyDown(key_esc)<>True)
   If KeyDown(key_P) Then SaveBuffer(FrontBuffer(),"sshot.bmp")
   UpdateWorld
   RenderWorld
   Flip
Wend
End
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trucker2000
DeleD PRO user


Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Sun May 22, 2011 1:56 pm    Post subject: Reply with quote

I finally got time to test this. Great work.

My workflow:

Deled --> ms3d --> torque DTSplus

Export error:
Quote:
First pass: enumerate scene...

Processing Node roup2 with parent ROOT
Adding skin object from skin "roup2" to bone "Root" (0).
Adding skin object from skin "roup2" to bone "joint0" (1).
Adding weight 1.000000 for bone 0 ("Root")
Adding weight 1.000000 for bone 0 ("Root")
Adding weight 1.000000 for bone 0 ("Root")
Adding weight 1.000000 for bone 0 ("Root")
Adding weight 1.000000 for bone 0 ("Root")
Adding weight 1.000000 for bone 0 ("Root")
Adding weight 1.000000 for bone 0 ("Root")
and on and on and on it goes...

ms3d crashes
I tried it with using the standard dts exporter but got an empty dts and ms3d crashed.
I tried using the ms3d collada exporter, but got no animations in the dae. (probably an outdated collada exporter)
I don't own ultimate unwrap.
I have no clue what "roup1 etc.. are.
This model has 1 bone and 1 animation. (works perfectly in deled)

Edit to add: My animation doesn't work in milkshape.
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MadMikeAU
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Joined: 18 Apr 2011
Posts: 38
Location: West Sydney, NSW, Australia

PostPosted: Sun May 22, 2011 3:51 pm    Post subject: Reply with quote

If its possible, could you upload the model (as DXS) you are using somewhere? Just so I can grab it, see whats happening, and fix any issues. PM me the link if you want.

The "roup1, roup2, etc" business is actually "Group1, Group2, etc".
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trucker2000
DeleD PRO user


Joined: 11 May 2005
Posts: 1839
Location: Sacramento, California

PostPosted: Sun May 22, 2011 9:57 pm    Post subject: Reply with quote

MadMikeAU wrote:
If its possible, could you upload the model (as DXS) you are using somewhere? Just so I can grab it, see whats happening, and fix any issues. PM me the link if you want.

The "roup1, roup2, etc" business is actually "Group1, Group2, etc".

Sure. Here you go.
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"Never give up! Never surrender!!"
Sys specs:
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Invidia gtx560 video card
Windows 8 (worst op sys Ever)
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MadMikeAU
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Joined: 18 Apr 2011
Posts: 38
Location: West Sydney, NSW, Australia

PostPosted: Mon May 23, 2011 4:48 am    Post subject: Reply with quote

1) The Group1, Group2, etc refers to material groups.

2) The animation is not running in M3D as it is a full rotation. By setting key frames at frames 12, 25 and 38, in DeleD, I was able to export to M3D and have the animation run in Milkshape.

3) Milkshape also crashed for me when trying to do the torque DTS Plus export. Even with the fixed animation. Crying or Very sad May have something to do with not having all textures in that directory, but, I dunno.

Let me know how you go.
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Timpuktu
Member


Joined: 09 Aug 2004
Posts: 86
Location: Finland, Helsinki

PostPosted: Fri Jul 08, 2011 3:01 pm    Post subject: Reply with quote

OMG you can export animations? Surprised
I need to start playing with the animation stuff now. I haven't touch it because there wasnt away to get it exported before.
I will post here when i have tested this out. Hopefully MS3D -> Blender -> Unity3D (.fbx) pipeline works. Smile

Edit: I got simple animation imported to blender (that mech model which had joints already). Works realy well, looks like i it's time start learning how to animate next. Wink

- Timpuktu
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