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how many frames in irrlicht time, equals one frame of milksh

Posted: Thu Oct 11, 2007 10:50 am
by wREAKAILDRON
how many frames in irrlicht time, equals one frame of milkshape animation. I use the regular milkshape md2 exporter, and i dont know how many frames to translate by, for each milkshape frame of animation, when using the setFrameLoop(s32 startframe, s32 endFrame) md2/iscenenodeanimatedmesh function.
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Chrysler J Platform Specifications

Posted: Thu Oct 11, 2007 11:59 am
by JP
Search the forum for "milkshape AND frame AND loop" and you should come up with the answer :)

Posted: Thu Oct 11, 2007 3:41 pm
by hybrid
Milkshape meshes are supported native, no need to make md2 from it. Also, only the ms3d meshes have this interpolation scaling, and that's also true for Irrlicht versions before 1.4 (which does not need it anymore). For md2 you should check the stored animations for the proper values. But it's probably best to use ms3d and Irrlicht 1.4 and avoid all those problems.

Posted: Fri Oct 12, 2007 5:57 am
by bull
In 1.3.1 your frame must be multiplied with 100 eg: setFrameLoop(100,3000) to play from frame 1 to 30 . I haven't tried out 1.4 yet.

Posted: Fri Oct 12, 2007 6:33 am
by wREAKAILDRON
i purchased milkshape, so now i have 1.8. I dont think I even owned before version 1.6, and as you guys probably know,

"you need milkshape 1.4 to import the native file format".
Everybody sing along! :D

sorry i got lost in drunken nerd credo for a second. :D

with milkshape 1.8 and md2 file export, ive found that the translation is somewhere around 7.2 - 7.5 frames instead of 100 per frame, but im still not to sure of a constant to use, and sometimes my estimate is just wrong.
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HINDUISM DICUSSION

Posted: Fri Oct 12, 2007 8:02 am
by Luke
In 1.3.1 your frame must be multiplied with 100
it's only 100 for b3d. it's 8 or something for ms3d

And you no longer have to multiply the frame for b3d, x, and md3d in 1.4

Posted: Fri Oct 12, 2007 8:25 am
by JP
People are talking about Irrlicht versions here, not milkshape. The version of milkshape you use won't affect the animation i dont think, but the version of irrlicht will.

If you use Irrlicht 1.4 you don't need to do any calculations to the frame numbers, if you use anything before 1.4 then you do, and if you search you'll find the magic number to multiple your milkshape frames by.

Posted: Sat Oct 13, 2007 7:48 pm
by wREAKAILDRON
Ive tried to import milshape files into irrlicht. And irrlicht gives me an error message saying that it cant handle milkshape, version 1.8, files. :oops:
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Strain index

Posted: Sun Oct 14, 2007 3:23 pm
by hybrid
Indeed, the loader only supports 1.3 and 1.4 files. Anywhere we can find what has changed in between?

Posted: Sat Oct 20, 2007 10:53 am
by wREAKAILDRON
i, "bargain", that i could get the answers if someone could tell me what to translate machine code language into to actually be able to read it.
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SUZUKI GS400E HISTORY

Posted: Sat Oct 20, 2007 8:59 pm
by hybrid
Ehh, if you mean how to make the ms3d files readable - that's almost my question. I'd need a documentation of the format. Of yourse we could simply remove the version check, but that will probably produce many corrupted loads for newer files. We need some reference on how to read the ms3d files.

Posted: Sat Oct 20, 2007 9:37 pm
by Acki
Well, here you find the format description of ms3d v1.4 files:
http://www.wotsit.org/list.asp?search=ms3d&button=GO%21
Maybe someone has patience to compare it with a v1.8 file... ;)

Posted: Sun Oct 21, 2007 12:17 am
by bitplane
the 8.1 spec is in here, its the file named ms3dspec.txt.c
The 1.4 version is here.
New version has increased max values, comments for bones, materials etc, plus skin weights.