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View Full Version : Animating Weapons in Milkshape 3d


Sheeny
04-27-2004, 04:50 PM
In order to replace an existing weapon, what exactly must one do in terms of animation. I can get the model .kf2 in game, but whenever an animation is called up, the game crashes. I'm assuming you replace all the respective animations as well, but my animations don't seem to be doing the job.

In Milkshape 3d (1.7b) I load my weapon model, I click on a joint, I then go into animation mode and I set a keyframe with Ctrl-K at frame 1 and another at the last keyframe of the original animation (as read when imported into Milkshape), usually 30 or 61. I then export as a .kf2 and choose animation from the pop up. I replace the originals with these, all presumably of the same framelength, but I still get the crash.

Does the framelength have to match the framelength of the original? Also, do I have to actually move the joint in any of the keyframes, or can all keyframes be identical and still run in game? Do I need to delete the mesh after setting keyframes before saving as an animation? I've checked as many tutorials as I can find, but noone seems to have one on anmiating weapons anymore. Any genuine help would be greatly appreciated.

Cheeser12
04-27-2004, 05:08 PM
I don't think you can use Milkshape for making weapons. You have to use 3DS Max.

TerminX
04-27-2004, 05:48 PM
I don't think you can use Milkshape for making weapons. You have to use 3DS Max.


You can export static meshes using MS3D, but animation is out of the question.

Sheeny
04-27-2004, 06:25 PM
Perhaps I didn't make myself clear. I don't care how bad it looks; I just want a functional gun in game. It was my understanding these things were called animations. I'm talking about the coltcommando_shoot, reload, and pose. Do I not have to change those out to get my static model to work in game?

TerminX, I saw you previously said the kf2 exporter SUCKS.


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Re: Animations for Weapons ?? [Re: DeFleX]
02/17/04 06:22 PM


Quote:
--------

I got just one more thing that i wonder about.
How come the cinema mod's animation looks so bad? The sileced beretta animation dosn't flow smothley and the same with minigun.

But i have to remind all that it was thanx to Cinema mod i started to make mods. Superb mod!!!

Because I don't have 3DS Max installed and MilkShape's kf2 exporter SUCKS.

Want to animate my minigun for me?
------------

I took this to mean you could get working weapons in game from Milkshape, even if the animation doesn't look like much. I'd be satisfied with that even.

TerminX
04-27-2004, 07:19 PM
Make all the weapon models/animation file bits in your added weapon's txt file point to the main mesh for your new weapon. If you do this, you can indeed export static meshes with MilkShape.

And yeah, the MS3D kf2 exporter blows. You really need 3ds max to do any sort of animation whatsoever, and the kf2 exporter in MS3D ****s up settings for the alpha texture as well.

Sheeny
04-27-2004, 10:56 PM
I changed the txt file like you said and received the following error.

Exception:
Animation message "P_CreateProjectile" sent in frame 0 (script\data\database\Weapons\Coltcommando.txt") but the KF animation has only 0 frames.

Closing...

Any idea on where to go from here?

MrUniq
04-28-2004, 12:47 AM
theres a tut at my site (check the sig) look there.

Sheeny
04-28-2004, 02:15 AM
I've put a static mesh in the folder, replaced the references in the ColtCommando.txt (as I'm only replacing the existing weapon), but I still get the previously listed error, even though, as I understand the tutorial, everything should be legit. Does the error indicate a specific problem? Why does the Create Projectile command demand frames? How do I fix the dirty bastard? Help me kill this vicous beast, and a glorious bounty of woots shall be yours (if that's your thing).