Warcraft III resources & community, 2003–2006 · archived

ms3d?

10 posts
#1

ms3d?

I need the newest version of kdub's export Plugin for MS3D(if it exists), 'cus the animations went jerky. Anybody got a link?
#2
v0.2 beta *is* the current version.

Sometimes making all the keys from zero helps. As in, go to your reference frame, rotate the bone, copy keyframe, and paste it in position. Sometimes.
#3
No, no, no, you don't understand, the animations are excellent in Milkshape, but when the model is exported THEN the animations go jerky. Any reason why and a suggestion to help?
#4
That's what I'm saying. The way in which you make the keys sometimes affect the final export. The subte differences can change drastically how close the exported animation are to the originals.

Or you've set up your sequences wrong. Putting 42 instead of 41 for sequences starting at 1 was an older issue for me.

What you do in Milkshape affects what comes out. Follow what I said above on any problematic bones. Unless I've misunderstood what you're getting at.
#5
Now I don't understand you! :? Hmph, look, is this what you've been trying to tell me:
The jerky moving bones in-game must be modified in Milkshape so that they won't be jerky in-game, but jerky in Milkshape
#6
Depends on what you mean by "jerky." Having a lot of rotation can cause "jerky" movement because the bones aren't going where they're supposed to. Jerks can also be caused by placing the wrong keyframes in each sequence interval, because a keyframe or two can be cut off.
#7
They go where I want in Milkshape, but in-game they run away, e.g: Death animation is when the model falls on it's knees and catches on its chest and falls on floor in Milkshape, But in-game it just raises it's hands up and falls like a wooden board on it's head!
#8
Yeah, you've fallen foul of the exporter's consumption of rotation...
#9
Can you do something to help or to create one free frame and create the frames there and copy them into their right positions as you told me?
#10
I keep the first frame a keyframe for all bones in their zero position, for situations like this.

Instead of rotating the problematic bones in situ, rotate them from zero in the reference key and then copy and paste (don't even need to set keyframe, so the reference stays perfect). Doing this usually helps, but in some situations it may not work.

If you're still having trouble, you can send me the model and I'll take a look.