Is anyone loading Milkshape models into Xith3d? Is any code avail to do this?
I have a feeling someone has. Have you done a search on the forums?
Click the search button, untick all but Xith3D, and set number of days to 999.
Will.
Hmm, i found several threads mentioning milkshape, but am not clear on the best way to go. The models I’d like to load have materials and skeletal animations. Is there some format that I can export from Milkshape and load into a Xith3D program so that it would support the materials and animation?
Anyone interested in adding milkshape support to Xith3D? I have the code to load animated milkshape models into a JOGL program, if that would help.
[quote]The models I’d like to load have (…) skeletal animations.
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like the skin modificator in 3dsmax? I haven’t found any fileformat that supported this - so I made one myself, but that was quite a pain in the ass and it still doesn’t work correctly 
So you’re saying milkshape models support animating with the bones ? And not based on frameanimations? This would be really nice !!!
Arne
Ya, Milkshape supports bone animations, but it is based on keyframes. So, I’d like to load up the model and the bone animation info. Then depneding on user actions, just tell it to animate from keyframe x to keyframe y.
I don’t want to have to rotate the arm programatically. Seems much easier to just tell it to execute a certain range of the bone animation. But the model loading example in Xith seems to be illustrating the hard way to do it, animating things programatically. I’m a newb, so I could be way off here…
I’d like to use Xith to get some help on scenegraph and collision detection. Maybe I could just use OdeJava instead of Xith and keep using my JOGL milkshape loader/animator? OdeJava looks kinda hard though, steep learning curve?
Darrel
Which example?
If you want to use only the frameanimation why don’t you use simply another format, that supports this ?
Hmm I don’t actually know if the collision system of xith works, there have been some bugs as far as I know, but maybe they’re already fixed …
And for Odejava: You’ll probably have to spend some time to get the way of using it. I too haven’t managed to get it to work as I want, yet.
Arne
Edit: Espacially the joints are hard - but i think if you don’t use joints (as you would, when using th e xith collision system) It’s not that hard to use.
Chap 7 and 8 in the getting started guide, ASE. It talks about manually rotating pieces of the model.
Are you saying that Milkshape doesn’t support frame animation? I must not understand what frame animation is. What is the diff between it and the bone animation that Milkshape does?
Tx for info on OdeJava. I don’t think I’d be using joints, because I’d be doing all the animating from my models. I’d just need collision detection between models and me, and other static stuff in the environment, and help with culling.
The principles used in the ASE loader can be applied to other formats too. You might have to be prepared to write that part of Milkshape loader yourself.
Will.