MS3D model animation

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2 comments, last by Velochy 20 years, 9 months ago
I was looking at the specs of the MS3D (MilkShape 3D model) format, especially concerning the part about the keyframe animation and was wondering if i can make the assumption that A: there is the same amount of rotation and translation keyframes in a joint and B: all joints have the same amount of keyframes. I loaded in a model and on that one it seemed to be so. Can anyone verify that?
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You should try it out yourself. Create a basic skeleton with.. say... 10 frames and 3 joints. Go to frame 1 and set some rotations/translations. Go to the animate menu and DESELECT the "operate on selected joints only". Then set a keyframe.

Go to frame erm... 5 and set some more rotation and translation ON ONE JOINT (not the base joint, try the second one). the go to animate, reselect the "..on selected joints.." thinghy and set a keyframe.

Then go to frame 10, rotate/translate some more and again, deselect the "on selecten joints..." and set the last keyframe. Save, and look through the saved file. I can imagine 3 posibilities:

1) joint 1 & 3 have 2 keyframes, joint 2 has 3
2) joint 1 has 2 keyframes, joint 2&3 have 3 (because of dependancy)
3) all joints have 10 keyframes (milkshape save it all...)

EDIT: Just coocked up another possible solution: all 3 joints have 3 keyframes.

Sander Maréchal
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[edited by - sander on July 3, 2003 9:23:07 AM]

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Actually each bone does NOT have to have the same number of frames, but for each frame a reference time is given. So Joint B may have frames at times 1,2,3,4,5 while it''s child Joint C could only have frames at times 1,4,5. When reading in the frames, you must take into account the times of each frame when rendering.
Author Freeworld3Dhttp://www.freeworld3d.org
quote:Original post by oconnellseanm
Actually each bone does NOT have to have the same number of frames, but for each frame a reference time is given. So Joint B may have frames at times 1,2,3,4,5 while it''s child Joint C could only have frames at times 1,4,5. When reading in the frames, you must take into account the times of each frame when rendering.


You sure about that? i thought maybe it generated the keyframes for the other times itself... well anyone got anything to say about A? (a joint always has the same amount of rotations and translations)

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