Yeah, I am still looking for a way to get rid of those characters from
animation labels in milkshape.
Sent from my iPhone
On Jun 4, 2010, at 6:46 PM, Richard Davey <[email protected]> wrote:
Hi,
The only format I've ever had reliable results in re: animations in
Away3D is MD2.
Getting from Max to MD2 isn't fun or easy though. There is a plugin
called QTip which will almost do it, but has some weird texture
issues in Max 2010.
There is a Max to Milkshape export, which works really well.
Milkshape can then use an md2.qc file for MD2 export, so you can
label the animations and the Away3D MD2 parser will pick these up.
Note that I've had no end of trouble with this.. I believe the
problem is Milkshape itself. As it seems to add random corrupted
characters to the end of SOME animation labels, which Away3D then
thinks are part of the label name. Very very annoying, and I've not
yet found a fix.
Once the animations are in Away3D they're very easy to use, just
reference them from the AnimationLibrary associated with the model.
Another problem I have is that it's really hard to duplicate a
loaded model with its animation data intact. You can clone the mesh
easily, and apply a new texture, so the models look different - but
clone doesn't include the animation library. If you assign the
cloned model the same animation library, then running an animation
on the first makes both models animate the same. Ideally I need to
find a way to easily clone a model AND get a unique animation
library back for it. You can do this by parsing the MD2 file twice,
but as parsing takes a LONG time with a lot of frames, this is less
than ideal.
Good luck. You're going to need it!
Cheers,
Rich
On 4 June 2010 16:09, savagelook <[email protected]> wrote:
So if I was creating models and animation in 3dsmax or maya, what is
the most common/supported/powerful pipeline for getting those models
and animations into Away3d? I've read the animation tutorial and
looked at a bunch of examples. I'm looking for the Away3d pros to
tell me what tools they use to achieve the above. Think Final Fantasy
8 battle scenes: low poly models with a handful of preset animations
that are performed when an action is selected.
Into what format do you export your models and animations (COLLADA,
md2, 3ds, etc...)? How do you get them into Away3d in that format?
How are the animations then used in away3d? Where exactly does prefab
come into play?
I'm looking to possibly start a new game project with a friend of mine
and I want to start down a well trodden path since neither one of us
is great with 3d modeling and animation. It would be great if I could
avoid some gotchas and headaches down the road by following in the
footsteps of others who already had success. Thanks a lot guys.
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