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Changes between Version 1 and Version 2 of ~archive/md2Tutorial


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Jun 1, 2006, 12:56:08 PM (18 years ago)
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bknecht
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  • ~archive/md2Tutorial

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    44== Introduction ==
    5 For a complete md2-model I need at least 3 programs. Unfortunately they're not all open source software: Maya (or Blender (opensource)) to create an object file (*.obj), Milkshape 3D (I'm using version 1.7.8 in this tutorial) to create the animations and export it into the md2-fileformat and Photoshop or anything else to generate good textures. Most of the time Misfit helps to edit animations on existing md2-models.
     5For a complete md2-model I need at least 3 programs. Unfortunately they're not all open source software: Maya (or [http://www.blender3d.org Blender] (opensource)) to create an object file (*.obj), [http://www.swissquake.ch/chumbalum-soft/ Milkshape 3D] (I'm using version 1.7.8 in this tutorial) to create the animations and export it into the md2-fileformat and Photoshop or anything else to generate good textures. Most of the time [http://www.misfitcode.com/ Misfit] helps to edit animations on existing md2-models.
    66
    77The problem with the md2-models is, that they save the animation into vertex-movement. This is a problem, because Milkshape doesn't get that and so we are only capabale of editing bone-animations with this particulary program. So we have to save our animation into another fileformat: ms3d.
     
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    1717== I do have a model now ==
    18 Start Milkshape and import the object file. Now we want to add animation. With persons or things with joints we're going to need a skeleton. A skeleton is a set of points connected to each other with bones in a child/parent-relationship. We know this with ParentNodes in Orxonox. Be aware that every new joint you add, will be a child of the joint which is selected when you place the joint.[[br]]
     18Start Milkshape and import the object file. Now we want to add animation. With persons or things with joints we're going to need a skeleton. A skeleton is a set of points connected to each other with bones in a child/parent-relationship. We know this with [wiki:ParentNode Parent-Nodes] in Orxonox. Be aware that every new joint you add, will be a child of the joint which is selected when you place the joint.[[br]]
    1919When your skeleton matches your model you will have to assign the model's vertex to the bones. Make sure you have chosen the selection tool and that you're able to select vertexes (Be sure you deselect "Ignore Backface").[[br]]
    2020Change now to the joint-tab (at the right side of the screen) where you can see a list of all the joints you've created. If you want you can change their names (arm, leg, hand...) so you dan't mix them up. Select a joint in this list and then select the vertex which should be part of this limb. Then press "Assign". To check if it worked, use the button called "Sel. Assigned" to see which vertex are part of which joint. Here there is also this child/parent relationship: A vertex which is part of a joint is automatically part of any parent or grandparent of his joint.[[br]]