Trp. Jed
03-18-2004, 11:31 AM
So I'm doing these tree's for Fuzzdad...
I've made the model in Milkshape3D and made a few animations but Milkshape, being the beeyatch that it is borks just about everything I do animation wise. The animations working, its just the keyframes are all contradicting each other and its trying to motion tween everything and well, its all come out a wee bit wibbly wobbly woo.
So in a fit of desperation/inspiration I dig out my old 3D Studio Max CD, install it and then install the Valve SMD exporter and the SMD Import GMax script. Reference SMD imported, animation SMD imported, display is a bit funky but the modellings done so nothing to change there.
Then the fun part - the Curve Editor! Yay, just the thing I was looking for! :D
Although every single movement and rotation for every bone has a keyframe, getting rid of the superfluous ones is a snap - either drag select then delete or use the "Reduce Keys" command and let it do it for you.
But what I'm really happy about is that X, Y, Z movement and X, Y, Z rotation for each bone has a seperate timeline. I can actually accurately set keyframes for each of those and not have to worry about the usual mess milkshape makes of it. Oh happy day!
Best part though - BEZIER CURVES! Yay, I can actually set the acceleration of the movement between keframes so no more choppy anims! Nice gentle movements.
I tell you, I'm a converted man! Model in MS3D, knock up a quick animation with just the important keyframe positions then into 3DSM for final tweaking and smoothing.
Im so happy I could pee! :p
- Jed
I've made the model in Milkshape3D and made a few animations but Milkshape, being the beeyatch that it is borks just about everything I do animation wise. The animations working, its just the keyframes are all contradicting each other and its trying to motion tween everything and well, its all come out a wee bit wibbly wobbly woo.
So in a fit of desperation/inspiration I dig out my old 3D Studio Max CD, install it and then install the Valve SMD exporter and the SMD Import GMax script. Reference SMD imported, animation SMD imported, display is a bit funky but the modellings done so nothing to change there.
Then the fun part - the Curve Editor! Yay, just the thing I was looking for! :D
Although every single movement and rotation for every bone has a keyframe, getting rid of the superfluous ones is a snap - either drag select then delete or use the "Reduce Keys" command and let it do it for you.
But what I'm really happy about is that X, Y, Z movement and X, Y, Z rotation for each bone has a seperate timeline. I can actually accurately set keyframes for each of those and not have to worry about the usual mess milkshape makes of it. Oh happy day!
Best part though - BEZIER CURVES! Yay, I can actually set the acceleration of the movement between keframes so no more choppy anims! Nice gentle movements.
I tell you, I'm a converted man! Model in MS3D, knock up a quick animation with just the important keyframe positions then into 3DSM for final tweaking and smoothing.
Im so happy I could pee! :p
- Jed