Hi,
I'm having a problem on converting half life model to ogre mesh and skeleton.
First, I decompile the model in milkshape to generate the smd files.
After that, I've imported the smd file and the animation ( walk.smd, for example ). The animation works perfectly on milkshape but when I see it in Ogre Mesh Viewer it's not work. The problem is that the model is like it is walking out my monitor (z axis) but the translation occour on the x axis.
Does anybody have this problem?
Thanks a lot!!
Half Life Model
- jacmoe
- OGRE Retired Moderator

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There's different half-life model formats: regular half-life, counter-strike, etc.
If you use a wrong decompiler, you will get wrong animations exported.
Try different half-life model decompilers in Milkshape.
That's all I can say.
If you use a wrong decompiler, you will get wrong animations exported.
Try different half-life model decompilers in Milkshape.
That's all I can say.
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
- BlasterN
- Gnome
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Do you flip YZ ?
btw: Try to make a demo (use skeletal animation) and don't use Mesh Viewer because it don't have support, and maybe the program have an error and not the model.
btw: Try to make a demo (use skeletal animation) and don't use Mesh Viewer because it don't have support, and maybe the program have an error and not the model.
Works:
MapToMesh | Bengine B9 @ www.sourceforge.net/projects/maptoogremesh/
3DWorldStudio exporter@ www.blastern.info
MapToMesh | Bengine B9 @ www.sourceforge.net/projects/maptoogremesh/
3DWorldStudio exporter@ www.blastern.info
- jacmoe
- OGRE Retired Moderator

- Posts: 20570
- Joined: Thu Jan 22, 2004 10:13 am
- Location: Denmark
- x 179
- Contact:
It has nothing to do with flipping anything.
He probably exported a Counter Strike model using vanilla Half-Life - bad idea. Makes the model animate sideways. Use the CounterStrike decompiler.
He probably exported a Counter Strike model using vanilla Half-Life - bad idea. Makes the model animate sideways. Use the CounterStrike decompiler.
/* Less noise. More signal. */
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
Ogitor Scenebuilder - powered by Ogre, presented by Qt, fueled by Passion.
OgreAddons - the Ogre code suppository.
-
josericardo_jr
- Halfling
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- BlasterN
- Gnome
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If you want to use the cs animations you can try to import it in 3dsmax & re-export.
In fileplanet there are a ut2003 BIP animations. here: http://www.fileplanet.com/dl.aspx?/plan ... 03bips.zip
In fileplanet there are a ut2003 BIP animations. here: http://www.fileplanet.com/dl.aspx?/plan ... 03bips.zip
Works:
MapToMesh | Bengine B9 @ www.sourceforge.net/projects/maptoogremesh/
3DWorldStudio exporter@ www.blastern.info
MapToMesh | Bengine B9 @ www.sourceforge.net/projects/maptoogremesh/
3DWorldStudio exporter@ www.blastern.info