Changing A Models Pose?

Simple_CompoundSimple_Compound Join Date: 2003-05-09 Member: 16180Members
edited September 2003 in Artwork Forum
Well I'm making my 1000th attempt to do a render by myself (no one will tell me how to do it <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->) and I was wondering if anyone could tell me how to mess around with a models joints in MS3D to a different pose. I figured out how to move the joints but I dont know how to get the model/texture itself to snap with them. Any help is much appreciated. Thanks in advance. -- and yes I know this should be in NS Customization but since it is for artwork purposes I posted here. Moderators, phase if you must!

Comments

  • mikachumikachu Join Date: 2002-11-01 Member: 2782Members
    I'm not sure exactly what you're doing (I'm not sure if I fully remember how Milkshape works..) but try selecting the joints using the joint select key.. I'm pretty sure there's one on there; then try rotation instead of moving. Be sure that the mode you're in is... animation, I believe, so that you aren't actually messing with the joint location on the model, but are merely posing the joints. Did that make sense?
  • Simple_CompoundSimple_Compound Join Date: 2003-05-09 Member: 16180Members
    edited September 2003
    <!--QuoteBegin--mikachu+Sep 14 2003, 04:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (mikachu @ Sep 14 2003, 04:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'm not sure exactly what you're doing (I'm not sure if I fully remember how Milkshape works..) but try selecting the joints using the joint select key.. I'm pretty sure there's one on there; then try rotation instead of moving. Be sure that the mode you're in is... animation, I believe, so that you aren't actually messing with the joint location on the model, but are merely posing the joints. Did that make sense? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    Well let me make myself a little more clear. I am a complete milkshape nub but when I have seen some renders posted in this forum they mentioned something about moving the joints of a model in milkshape. So I figured they meant I could move the joints and the model would take form to them. As a reminder I just want to make a marine have his hands holding his head for a screenshot. So I tried messing with the joints and vortexs but everything looked stretched. <!--emo&:angry:--><img src='http://www.unknownworlds.com/forums/html/emoticons/mad.gif' border='0' style='vertical-align:middle' alt='mad.gif'><!--endemo--> I have tried what you said above but still the textures were stretched and out of proportion.

    Heres a good example: <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=7&t=37836&hl=fades' target='_blank'>http://www.unknownworlds.com/forums/in...=37836&hl=fades</a>
  • CaLFiNCaLFiN Join Date: 2002-11-04 Member: 6909Members
    I dunno much about MS3D or 3DSM, but make sure you are moving the bones and not the vertexes.
  • DelarosaDelarosa Naturally Custom Join Date: 2002-11-29 Member: 10214Members, NS1 Playtester
    edited September 2003
    ok, here we go.... the full artwork model pose tutorial for milkshape...

    <b>-=] To view the model files:</b>

    download Half-Life Model Veiwer. available <a href='http://www.t2k.neotech.cc/ns/tuts/tools/tools.shtml' target='_blank'>Here</a>
    Open your ns/models/player folder to find the player models (fade, skulk, onos, marine, etc.)



    <b>-=] To get the model into a form milkshape will recognize:</b>

    **recomendation** copy the desired model into a new folder, i say COPY, so your not mising it from NS, and the new folder because your going to be making 3+ more files.

    open MS3D (milkshape 3D)
    go down to "Tools"
    find "Karistos MDL decompiler 1.01"
    click on the ">>" to browse for the model you put in that new folder
    uncheck Animation SMDs, you won't be needing these.
    uncheck QC file, you won't be re-compiling these models.

    Click ok, and watch it decompile. now if you open that folder, you should fine 1 .smd, 1 .mdl, and 2+ .bmps...



    <b>-=] To Get the model into milshape so you can tweak it:</b>

    Open Milkshape (if you closed it in your excitement)
    click on "File"
    scroll down to "import"
    click on the first one, it should read something like "import Half-Life SMD file"
    find the folder you made, and import the _ref smd... should be the only one there, but if you did decompile the animations, it will read the name of the alien, or have REF in the name.

    you now have the model in 3 wireframe views, and 1 3D view...



    <b>-=] How To get the Model to look like it does in-game:</b>

    right click on the 3D view
    in the top "section" select "Textured"


    <b>
    -=] To Move the Joints of your new "doll":</b>

    on the right of your screen you have a tools section, click on "rotate"
    down further, new tool options have apeared, for this to work right, click "locally"
    click on the TAB labeled "Joints"
    the joints aren't labled, but as you click on them, they will turn red.
    <u><b>
    **WARNING**</b></u>
    click the "ANIM" button in the VERY far bottom right hand of milkshape before contining.


    in your 2D windows, you can rotate the selected joints...

    <b>-=] Ok, i've got him posed, how do i get him out:</b>
    "print screen"

    or you can export as screenshot, and convert the bmp, and well, print screen is alot less work.
  • Simple_CompoundSimple_Compound Join Date: 2003-05-09 Member: 16180Members
    much much much appreciated delarosa. i will be trying this tonight. thanks again <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
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