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MILKSHAPE骨架中的应用 In order for the game to animate your model, it needs to have the vertexes of the mesh assigned to bones in the skeleton, because its the skeleton that does the animating. 为了使游戏动画你的模型,它需要有骨架的骨骼顶点向网指派,因为它的骨架,是否动画。 This can be done in Milkshape and extremely easily aswell. 这是可以做到在Milkshape和极易以及。 You will need a skeleton though and this is something that Milkshape doesnt provide yet, so I have uploaded a Valve Standard Biped in Milkshape format (ms3d), that you can download from here . 你需要一个虽然骨架,这是值得Milkshape不提供,因此我上传了阀门标准双足在Milkshape格式(ms3d),你可以下载从这里 。 Now you need to load your model into Milkshape and then merge the skeleton file. 现在,您需要加载到您的Milkshape模型,然后合并的框架文件。 Go to Files and select Merge like so: 转到文件并选择合并,像这样: .and find the valve_skeleton.ms3d that you just downloaded. .并找到valve_skeleton.ms3d,你刚才下载。 If nothing appears to happen, ie: You cant see the skeleton, go to the Bones tab and make sure that Show Bones is checked.如果未显示任何事情发生,例如:你不能看到骨骼,到骨头标签,并确保显示骨头被选中。 TAILORING YOUR MODEL TO FIT THE SKELETON 剪裁你的模型FIT的骨架 or.OOH! 或.哦! Suits you, Sir! 适合你,先生! Now we can see that my mesh doesnt quite fit onto the skeleton, not only is the whole thing a little distance behind the skeleton, but it also needs to have its arms and legs adjusted to fit over the skeleton. 现在,我们可以看到,我并不很适合网的骨架上,不仅是整个事情一小距离后面的骨架,但它也需要有它的手臂和腿部骨骼调整,以适应在。 This is something to bear in mind when you are making the model. 这是值得记住当你制作模型。 Make it to fit the skeleton. 使其向适合骨架。 It is not yet possible to adjust the skeleton in Milkshape, and it would be pointless to do so anyway unless you intended to adjust all of the 106 animation sequence skeletons aswell. 目前尚不可能调整Milkshape骨骼,而这将是毫无意义的,除非你这样做,反正目的是调整骨架所有的106个动画序列。 To explain: Unlike Quake2 where the mesh is animated in every single frame, MDL files have a series of skeleton animations. 解释:在不同的网格架Quake2单是每一个动画,MDL文件有一个动画系列的骨架。 What we are making here is a reference SMD. 我们正在这里是一个参考贴片。 All the modelling and skinning and vertex assignment you are doing is to make a reference file for studiomdl. 所有的建模和蒙皮和顶点作业中,你正在做的是使文件studiomdl参考。 So that it knows what your mesh looks like, how its skinned and which vertex in your model belongs to which bone in the skeleton. 因此,它知道你的网的样子,它是如何的皮肤,这点在你的模型属于哪个骨骨架。 That way, the skeleton animates and the mesh follows. 这样,骨骼动画和网状如下。 Baring in mind that the skeleton in the animation SMDs is the Gordon skeleton, your reference mesh and skeleton will try to assume the rough size and shape of the Gordon Skeleton when animated. 霸菱记住,在动画骨架骨架基于SMDS是戈登,你参考和骨架网将尽力承担粗骨架大小和形状的动画时,戈登。 this will almost certainly ruin your Model. 这几乎肯定会毁了你的模型。 The point of all this being, that you have no choice but to make your model roughly the same size, shape and proportions as the Gordon model. 正在点了这一切,你没有选择,只能让你的模型大致相同的大小,形状和模型比例为戈登。 So I need to now use the Move tool under the Model tab, and select individual groups of vertexes and adjust them to fit over the skeleton. 所以我现在需要使用模型标签移动工具下,并选择个别团体的顶点和调整,以适应在他们的骨架。 Using the Select button, with the select option set to Vertex, I select the vertexes I want and they should light up red.使用设置为顶点的选项,选择按钮选择,我选择了顶点,我想他们应该亮起红色。 Then click the Move button and move the vertexes to wherever you want on the screen.然后点击移动键,并移动到顶点无论你想在屏幕上。 First I shall select the whole model and move it forward, then I shall slect individual vertexes and adjust the limbs so that they fit properly over the bones.首先我将选择整个模型并将其向前推进的话,我会slect个别顶点,调整四肢,使它们适应在骨骼正常。 I select the vertexes I want to move by dragging a selection box around them.我选择的顶点,我想通过拖动周围的一个选择框。 Note the selected vertexes are red.请注意所选顶点是红色的。 Then I move them to the left so that they are centred on the bone in the leg.然后,我将它们移动到,使他们对在中心的左小腿骨头。 Repeat this until your model is positioned as closely as you can get it, over the skeleton.重复,直到你的模型被定位为密切,你可以克服它的骨架。 TIP:If you have the Auto Tool box checked, then Milkshape will automatically switch between the currently selected tool and Select every time you click the left mouse button, which saves you clicking the buttons all the time.提示:如果您有汽车工具箱选中,然后Milkshape会自动切换当前选择的工具和选择每次你点击鼠标左键,这样可以节省一下所有按钮的时间。 TIP: If you wish to move the vertexes in one direction only then switch off the unwanted directions in the Move Options dialogue.提示:如果你想在一个方向移动的顶点只有关掉移动选项对话不需要的方向。 For example, you can see three X,Y and Z buttons:例如,你可以看到三个X,Y和Z按钮: Now, if I switch off the Y (vertical) and Z (back and forth) buttons by clicking on them, my selection will only move in the X direction (left and right).现在,如果我关掉y(垂直)和Z(来回),通过点击按钮,我的选择将只在X方向移动(左,右)。 ASSIGNING VERTEXES TO THE SKELETON 顶点的骨架改配 So now we see here, Our low poly man adjusted to fit the skeleton as neatly as hell go. 所以现在我们在这里看到,我们的低聚人调整到适合他的骨架作为整齐去。 Now we need to Assign his freshly tweaked vertexes to the skeleton we merged earlier. 现在,我们需要新鲜调整了分配给他的顶点在骨骼上,我们合并更早。 This is so simple it makes me want to weep openly and beat my breast with joy, but enough of that. 这是太简单了,让我想哭欢乐公开和殴打我的乳房,但够了。 Under the Model tab, make sure Auto Tool is unchecked and Select is activated. 根据模型选项卡,确保自动工具的泛滥,选择被激活。 Now go to the Bones tab and you should see this rollout:现在去骨头标签,你应该看到这个部署: What we see here, is a list of all the bones in the skeleton.我们在这里看到,是骨骼中的所有骨头名单。 But which one is which?但是,哪一个是哪一个? Well, they are fairly clearly named so we can take an educated guess, but then assumption is the mother of all screw-ups, right?那么,他们是相当明确名称,所以我们可以采取一个受过教育的猜测,但随后的假设是所有螺杆式窗口的母亲,对不对? So, I have drawn this handy chart, naming the bones in the skeleton I have provided.所以,我得出这个方便的图表,命名我所提供的骨骼的骨头。 I have only shown one foot and one hand but I think you can probably figure out what their logical counterparts are called.我只是告诉一只脚一只手,但我想你也许可以找出他们的逻辑对应被调用。 What next?下一步怎么办? Well, this requires a little thought.嗯,这需要一点点的想法。 You need to decide which vertexes are going to be assigned to which bone.您需要决定哪些顶点将被分配到其中的骨头。 Then select the vertexes you wish to assign by dragging a selection box around them as usual, then select the bone you wish to assign them to in the list, by clicking on it to highlight it, then click the Assign button.然后选择您想要指派顶点通过拖动选择框周围像往常一样,然后选择你想骨将它们分配给列表中,通过单击以突出显示,然后点击分配按钮。 Thats it.就是这样。 It really is that simple.就是这么简单。 We see here, that I have selected vertexes in the models right leg.我们在这里看到,我选择了在模型的右腿顶点。 I have also selected the Bip01 R Calf bone (which is the orange line running between the knee and the ankle - terminated by blue dots).我也选择了Bip01 小牛骨头(这是橙色线之间的膝盖和脚踝的运行 - 以蓝点终止)。 If I now click the Assign button, the selected (red) vertexes will be assigned to that bone.如果我现在按分配按钮,选择(红色)的顶点将被分配到该骨头。 You repeat this until all of your vertexes are assigned to bones.你重复你的顶点,直到所有被分配到骨头的。 TIP: To check to see if you have missed any vertexes, deselect any vertexes that might currently be selected, then click the Select Unassigned button.提示:要检查,看看是否有遗漏任何顶点,取消任何可能目前选择顶点,然后点击选择未分配按钮。 Any vertexes that are not assigned to a bone wil light up red.任何未分配到一个骨西港岛线亮红色顶点。 NOTE: ALL VERTEXES MUST BE ASS

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