Rotating joints in Milkshape3d Created 6 years ago2017-12-21 19:03:14 UTC by EsprimoP EsprimoP

Created 6 years ago2017-12-21 19:03:14 UTC by EsprimoP EsprimoP

Posted 6 years ago2017-12-21 19:03:14 UTC Post #338459
Hi, I downloaded some rigged hand models from https://gamebanana.com/models/3544 and would like to make my own animations. I loaded the skeleton (joints).
User posted image
I'm not a complete beginner to ms3d, but I never worked with these before. I selected all the joints and wanted to rotate them 90 degrees. Actually, it did rotate all of the joints literally. I want to rotate them 90 degrees and make the arms straight. This is how it rotated it. I tried every rotating option. When I check "Global" it does not rotate at all. However, when I check "Local" it does but this is how it turned out.
User posted image
Ignore the Mesh, I'm focusing on the joints, for now.

I did search around some tutorials on animating skeletons, but this is how it turns out when I do it.
EsprimoP EsprimoPwEight
Posted 6 years ago2017-12-21 19:24:41 UTC Post #338462
Not to be an ass, but you're gonna have a really hard time if you don't put the time in to understand what you're doing. Learn the basics of skeletal/bone animation and you'll very quickly learn where you went wrong, and where you will go wrong in the future.
Otherwise we'll give you the solution and you'll just end up coming back time and time again with other issues that could easily be avoided.

EDIT: Did not see that you did in fact read tutorials already, but either the tutorials are completely wrong or there was some stuff lost in translation.

This tutorial seems to hit most of the marks for a basic knowledge of skeletal animation: LINK
Crollo CrolloTrollo
Posted 6 years ago2017-12-21 19:27:03 UTC Post #338463
To turn the entire forearm ninety degrees, you should only be selecting the elbow. Select the elbow joint and the whole skeleton that will move as a result will be highlight green, the other joints included.

You need to work one joint at a time.

For example, if you wanted the scientist to extend his leg 90 degrees, you would just select the hip bone.
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-12-23 14:34:58 UTC Post #338479
Please, reduce Joint size... My eyes are bleeding!!, To turn ANYTHING, first you should enter animation mode, then select the Bip01 or main bone and then rotate it. If you rotate the skeleton in MESH edition mode, you will only rotate the skeleton, but polys will not be attached to it and you´ll see what you are seeing in the second picture, the hands in one side and the bones rotated on another place.... ;)
Posted 6 years ago2017-12-24 19:15:47 UTC Post #338488
@Crollo, you're not being an ass at all. I did go to that link before, but after reading the other two replies here and the link for the who knows which time, It fixed my problem, but I didn't write what I'm trying to do here. I want to create, for now, an idle animation of the view model. I bent all the fingers making fists. Now, I wanted to separate the mesh and bones into "reference" and "sequence" smd files and create a qc file, but don't know how. I tried creating this

$modelname "v_newhands.mdl"
$cd ".\"
$cdtexture ".\"
$scale 1.0
$cliptotextures

$bbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$cbox 0.000000 0.000000 0.000000 0.000000 0.000000 0.000000
$eyeposition 0.000000 0.000000 0.000000

// Reference mesh
$body "studio" "hands_mesh"

// Animation sequence
$sequence "idle" "idle" fps 15

// End of QC script.


When compiled, the .mdl file contains default mesh (no fists).
EsprimoP EsprimoPwEight
Posted 6 years ago2017-12-26 20:56:59 UTC Post #338502
Hmm try putting all of your source files into a zip, upload it and link it here.
Will take a look at it.
Crollo CrolloTrollo
Posted 6 years ago2017-12-27 00:13:57 UTC Post #338503
Come to the light side (Blender) and I'll teach you all I know haha
Tetsu0 Tetsu0Positive Chaos
Posted 6 years ago2017-12-28 17:55:52 UTC Post #338518
https://dropfile.to/4JdV5Wu

@Tetsu0, I have it installed. But for now I'll work on the Cardboard Milk Box :P
EsprimoP EsprimoPwEight
Posted 6 years ago2017-12-31 00:07:27 UTC Post #338530
Milkshape3D is so underrated :\

Can't find any useful tutorial that can help me with this situation particularly ...
EsprimoP EsprimoPwEight
Posted 6 years ago2017-12-31 03:53:57 UTC Post #338532
SketchUp + Blender ( Import SketchUp skp in Blender )
This is a HUGE no no. Don't do this, kids.

Unfortunately your link has expired, so I can't look at it. :(
Crollo CrolloTrollo
Posted 6 years ago2018-01-03 13:55:48 UTC Post #338550
Sorry for posting late...

Hey, thanks so much, I'm really looking forward to using Blender. Might not be able to buy SketchUp, even though it shouldn't be that difficult to model the bones at least in Blender. If I find something else, then I'll move onto that. But thank you for writing, @SourceSkyBoxer and everyone else.

Now. Milkshape shouldn't be a problem, actually, I'm definitely lying, but when I open the sequence, it is exactly how I edited it (fists are clenched), but then again, when I compile the qc, they are not. The animation exists but doesn't work as intended. I exported the bones (animations) as Sequence and the mesh as Reference.

Maybe there's something missing in the qc file? I followed instructions about HL1 qc's in another thread, but I don't know.

Here are the files, again.
http://www.mediafire.com/file/p429xzbos2vi445/qc.zip
EsprimoP EsprimoPwEight
Posted 6 years ago2018-01-03 13:58:16 UTC Post #338551
Esprimo, I might be able to check out the files tonight and offer some help. I was consumed by the holidays and the Pockets project but i'm free now.

In the meantime, if you're up for learning yourself, I made a series of Blender -> Goldsource tutorial videos - https://www.youtube.com/playlist?list=PL9CPpo_1svGNnZI1iPL2peExsuPk3gYWN
Tetsu0 Tetsu0Positive Chaos
Posted 6 years ago2018-01-03 23:06:30 UTC Post #338553
Thanks, I subbed to your channel.

Hope everyone's having good holidays, btw.
EsprimoP EsprimoPwEight
Posted 6 years ago2018-01-03 23:56:41 UTC Post #338554
The model you uploaded isn't rigged properly.

The original download actually has a blender file included and it's all set up for animating.
User posted image
I know you tried really hard up to this point, but trash everything you've had, then re download that model.

Download BLENDER
Download the SMD BLENDER TOOLS

Enable the addon in blender, open the blender file from the original download and you're good to go.

For reference, watch VIDEO #3

That will take you through the following steps:
:hammer: creating a basic idle animation
:hammer: exporting the SMD
:hammer: Converting the exported SOURCE smd to a GOLDSOURCE smd
:hammer: writing a QC
:hammer: compiling

It all seems like a lot but once you do it a few times, it gets easy.
good luck!
Also, to make it easier to manipulate joints, refer to this screen shot:
User posted image
Clicking the curve shows the rotation gizmo when you select a bone.
Selecting Local sets local bone rotation so you can easily move things around.
Tetsu0 Tetsu0Positive Chaos
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