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Thread: Milkshape 3d - animations stretching model?

  1. #1
    Hellvard's Avatar Senator
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    Default Milkshape 3d - animations stretching model?

    I want to make a crossbowmen out of dismounted knight, but something went wrong. Here's how model looks with removed shield and animations turned on:
    Spoiler Alert, click show to read: 


    And after I merge it with steel crossbow and quiver:
    Spoiler Alert, click show to read: 


    What can be wrong? I assigned crossbow to bone RHand and quiver to RThigh.

  2. #2
    BM309K58SMERCH's Avatar Centenarius
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    Default Re: Milkshape 3d - animations stretching model?

    Can you please tick the "Show Skeleton" box and then re-upload the pictures? Or even better, can you upload the files?

    EDIT: Nevermind! You are using MilkShape 1.8.5 beta. You are supposed to be using version 1.8.4 for M2TW modding.

  3. #3
    Hellvard's Avatar Senator
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    Default Re: Milkshape 3d - animations stretching model?

    Many thanks, now it's working Take my rep sire.

  4. #4
    Hellvard's Avatar Senator
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    Default Re: Milkshape 3d - animations stretching model?

    Another question. I made new crossbowmen unit with shields on their back. I want to make them replace shield with crossbow when they go melee combat, and I accomplished this, but not exactly as I planned

    They indeed have a crossbow on their backs and shields in hand in melee mode
    Spoiler Alert, click show to read: 


    But they have those crossbow on backs even in firing mode, simultaneously with shields:
    Spoiler Alert, click show to read: 


    I tried different comments, but I can't make it work. Any ideas?
    Last edited by Hellvard; January 23, 2014 at 03:13 PM.

  5. #5

    Default Re: Milkshape 3d - animations stretching model?

    You simply need to work out the logics on how comments tell the game what to show when a unit is using range weapons (primaryactive0) and melee (secondaryactive0). This means that when your unit is using crossbows the game is hiding secondaryactive0 groups. Simply combine (regroup) your crossbows on the backs with your right hand swords and comment them as secondaryactive0. If there are more swords than crossbows, then duplicate crossbows so that you have enough.

    Sandy

  6. #6
    Hellvard's Avatar Senator
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    Default Re: Milkshape 3d - animations stretching model?

    It's working, thank you very much

  7. #7
    Hellvard's Avatar Senator
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    Default Re: Milkshape 3d - animations stretching model?

    Now I have problem with textures for shields. Model looks good im ms3d, it's using proper textures for both figure and attachments
    Spoiler Alert, click show to read: 


    But ingame those shields are looking like this
    Spoiler Alert, click show to read: 


    They are properly assigned to attachment category in materials, so what's wrong? And of course entries in bmdb are also ok.

    Edit: One more thing, it can't be spotted on that screenshots, but ingame some of soldiers have a transparent holes between head and shoulders, how to fix that?
    Last edited by Hellvard; January 26, 2014 at 05:08 PM.

  8. #8
    Hellvard's Avatar Senator
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    Default Re: Milkshape 3d - animations stretching model?

    Any help?

  9. #9
    T&D's Avatar Vicarius
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    Default Re: Milkshape 3d - animations stretching model?

    Check if textures fit on uvmaps on texture cordinator under window option in milk.
    Select shield verticles first!
    Niezła Jednostka.

  10. #10

    Default Re: Milkshape 3d - animations stretching model?

    This cannot happen if you did everything right. Have you converted your .ms3d to .mesh? Either that or your texture is off.

    Sandy

  11. #11
    BM309K58SMERCH's Avatar Centenarius
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    Default Re: Milkshape 3d - animations stretching model?

    The problem is obviously because the UV mapping is messed up, even though it shows no problem in MS3D. This is model corruption if I'm not wrong, I know this happened to me before. Try converting the .mesh to .ms3d then back again to .mesh. And/or check the converted ms3d and fix the inconsistencies then convert it back to .mesh again.

  12. #12
    Hellvard's Avatar Senator
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    Default Re: Milkshape 3d - animations stretching model?

    Ok I fixed that, uv maps for those shields were somewhere very far from texture in coordinator
    Next issue:
    Spoiler Alert, click show to read: 


    Look at first knight from the left, the one on his knees. Have you noticed this transparent hole between his helmet and shoulders? This is noticeable also from the front. How to fix that?


    And yep, here's another problem, not so big, see for yourselves:
    Spoiler Alert, click show to read: 


    See that little green triangle on the hat? It's present only on one side of hats, the other one is ok. The hat itself looks ok in milkshape, this little green thing appears after merging it with the rest of model. And everything's ok in coordinator.

    @T&D
    Spoiler Alert, click show to read: 
    To tylko "sklejanka" modeli z różnych modów

  13. #13

    Default Re: Milkshape 3d - animations stretching model?

    The knight glitch is from vanilla. The head is simply detached from the torso by a little bit. You need to zoom in closer around the neck area. Select the needed vertices and press ctrl + n to join them together and close the gap.

    Sandy

  14. #14
    Hellvard's Avatar Senator
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    Default Re: Milkshape 3d - animations stretching model?

    Which ones are needed? And how can I see anything in those thickets of verticies?

  15. #15

    Default Re: Milkshape 3d - animations stretching model?

    You can zoom in by using scroll wheel or pressing F2 (Move function) then right clicking (holding) and dragging on the screen. Holding shift will make it zoom in and out faster. Select vertices that appear detached and join them together. Do this pair by pair. You may also need to check bone assignments so that joined vertices move together. You can assign the neck area to bone_torso.

    Sandy

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