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Animation handling.

PostPosted: Jun 2, 2007 @ 7:40pm
by scihunter
Hi Edge,
I have a question which is very important for me. The question is: which is the best way to handle the animations of the characters. A few ways that come into my head:
1) Making a separate milkshape file for each animation cycle(walk, idle, run ...)
2) Make a one milkshape model with a range of animation cycles and than somehow call the exact animation cycle you need (walk, idle, run ...), just don't know how to do it because you have a time based animation system.
Any help would be great.

PostPosted: Jun 4, 2007 @ 10:37am
by edge

PostPosted: Jun 7, 2007 @ 1:19pm
by scihunter

PostPosted: Jun 8, 2007 @ 1:40pm
by edge

PostPosted: Jun 8, 2007 @ 3:10pm
by scihunter

PostPosted: Jun 8, 2007 @ 3:53pm
by edge

PostPosted: Jun 8, 2007 @ 4:33pm
by scihunter

PostPosted: Jun 15, 2007 @ 12:23am
by scihunter
Hi again Edge,
Just a little question. Is there a way to play the animation in the reverse order?

PostPosted: Jun 15, 2007 @ 8:43am
by edge

PostPosted: Aug 28, 2007 @ 1:59am
by CHRISGNICHOLAS
(apologies in advance for my ignorance) but what is the best way to put "all animations in one model" ? It seems milkshape itself just exports a single animation cycle in its native format, or am I missing something fundamental here.

thanks in advance

Chris

PostPosted: Aug 28, 2007 @ 7:58am
by edge