Modeling -1 reply

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Slusk

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6th July 2005

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#1 12 years ago

Just A simple question can I edit a model in milkshape export it as a glm or MD3 then import it with another modeling program to apply the .GLA or humaniod anamations, then export it to a working model .glm file?

if so can someone give me a link to a program that can do this that doesn't cost money. and a short explination on how to do this.

I am tried of modeling weapons and think that I need to try some harder stuff

Thanks to any replyers




Zach

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5th July 2005

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#2 12 years ago

No.

The actual model glms for player models are compiled by assimilate, a program that is included with the SDK. And they are compiled from a .xsi format. And only 3dsMax and XSI|Mod can export viable XSI formats.

In a word. No.




Slusk

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#3 12 years ago

is there like atrail version for 3DS Max?? so... Import the model into 3DS Max then compile them with a Humaniod .xsi file ?




LightNinja

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22nd March 2003

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#4 12 years ago

no, you'd have to weight the meshes to the JA Skelleton, then link the meshes and you'd be done




minilogoguy18

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4th September 2004

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#5 12 years ago

ms3d CAN export to .xsi and the bones and rig are all there and working, i imported a rigged model from ms3d to XSI and it worked but the only thing missing is the heirarchy since ms3d doesnt have a heirarchy linker.




Zach

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#6 12 years ago

I don't think that it'll work, but if you can get it to, then kudos to you.




LightNinja

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#7 12 years ago
minilogoguy18ms3d CAN export to .xsi and the bones and rig are all there and working, i imported a rigged model from ms3d to XSI and it worked but the only thing missing is the heirarchy since ms3d doesnt have a heirarchy linker.

And if you export it to .xsi in Milkshape, then open it with 3dsmax and link the meshes? Maybe it could be done




Slusk

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#8 12 years ago

ok I exported the model to xsi now what do I do?




minilogoguy18

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#9 12 years ago

well i dont use max light, i just imported it into XSI and everything was just the way it was in ms3d, the mesh was rigged to all the bones it shoulda been, just it wasnt linked, but i bet theres a way to hex edit the .xsi file and link the meshes, ive opened them before with notepad and it was legible and not a bunch of ASCII code jibberish.