Milkshape bone tilt question


Lorda Mercy
09-04-2003, 07:54 PM
I decompiled the v_colt.mdl to a temp folder.

if I wanted to put the v_colt.mdl on a -78.0-degree tilt, do I have to make changes to each and every SMD file or do I simply save changes to the reference.smd, then recompile?

also, when I rotate the model, it won't stay in position. it jumps back to horizontal .. especially when cycling through animation. should animations be turned off?

any help greatly appreciated.

Trp. Jed
09-04-2003, 08:22 PM
The rotation of a model is determined by the keyframes in the animation SMDs.

No matter what position you have in the reference SMD, the animation SMD's set the rotation during the animation cycle.

If I'm wrong, someone please correct me but as far as I know the only way to achieve what you want is to remove ALL keyframes for the root bone in your skeleton in each animation, rotate it so your model is where you want it then re-set the keyframe and export.

- Jed

Lorda Mercy
09-04-2003, 08:33 PM
J-Bomb:

Thanks for your quick response. I'll give it my best noob effort, then post results.

Sgt_Rock
09-05-2003, 02:55 PM
Wouldnt the the animation be based on the root bone? So technically if you rotated the parent bone, thereby rotating the whole assembly, the animation remains the same but rotated.

Lorda Mercy
09-05-2003, 03:15 PM
so, to recap:
turn animations off, remove all keyframes, rotate the parent bone (-78.0 degrees to be precise), then set that as the keyframe?

Trp. Jed
09-05-2003, 03:53 PM
Originally posted by Sgt_Rock
Wouldnt the the animation be based on the root bone? So technically if you rotated the parent bone, thereby rotating the whole assembly, the animation remains the same but rotated.

Errr thats what I said.

Originally posted by
Lorda Mercy

so, to recap:
turn animations off, remove all keyframes, rotate the parent bone (-78.0 degrees to be precise), then set that as the keyframe?

Nope.

Leave animation ON.
Make sure you select the "Operate on Selected Joints Only" option.
Select the root bone.
Delete ALL keyframes for just that bone EXCEPT for frame 2. You'll need go through the animation frame by frame hitting Ctrl-****-K to do it.
Go back to frame 2.
Rotate your root bone.
Select "Set Keyframe"
Copy that keyframe.
Go to the last frame.
Select "Past Keyframe" then "Set Keyframe"

Thats a rough outline, add flavouring to your own taste.

- Jed

Sgt_Rock
09-07-2003, 04:08 AM
Bleh! I only know animation based on the poop I know from keyframing in commercial animation packages. Like Max, XSI, Maya and Lightwave.

So as far as SMDs are concern I am very ignorant to the issue. Perhaps it would be benificial for me to learn more HL oriented modeling? What do you think, is that a good idea???

/me shrugs shoulders... :(

Lorda Mercy
09-07-2003, 02:39 PM
export as sequence or export as reference?

Trp. Jed
09-08-2003, 02:34 PM
Sequence.

Sequence is the Animation Sequence.
Reference is the unanimated "foundation" for the model.

- Jed

Lorda Mercy
09-08-2003, 03:02 PM
that explains why my anims came out looking like static hand statues. thanks, mrel sooner or later.

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.