Very Simple Basic Skinning for A5 Users
By the Mad Dog
I’ve made this tut to show the way I have
learned to skin an object using MilkShape.
I will assume you at least know how to build
a square and a cylinder.
I use Adobe Photoshop for making my skins,
but you can use any program you want.
In this lesson we are just going to use a
simple bmp and build a square with a cylinder and apply the skin to it.
You
can build this as we go along and then export this model into WED to see what
you’ve done.
I
have found that a lot of people, including myself when first starting to use
milk simply apply their texture to their model
and don’t realize that it has to also be
mapped to the model if there are different areas of your model
that require the texture to be in a certain
position.
Like
I said this is going to be very simple so lets get started.
Create a folder to keep your files in, then
make a bmp that you will be using for a skin,
for
my example here is the one I used and I call it “tee.bmp”.
128x128 bmp 24bit color
Build a model similar to this one using a
square and a cylinder.
In milk this is the view of my milk screen
layout.

Applying the skin
Over on the right click on
the groups tag and you will see that there are 2 groups,
one
is a box and the other is a cylinder.
You
can rename these if you are building a complicated model with a lot of parts to
it,
that way you can keep better track of the
skinning details,
however for this one we will leave as is.
Click on the “box-No Material” so that it’s
highlighted then below click on “Select”
just
below where it says “Group” then do the same thing for the cylinder.
Now both the box and the cylinder should be
red.

Right click in the bottom right view window,
it’s the 3D view.
From
the list that shows up click on textured so that it places a check mark in
front of it.

Next click on the “Materials” tag and in this
box click
On “New”, then just below the New where it
has rename
Click in the box so you curser is in the and delete
out that text and type in tee then click on rename, now at the very top of this
box the materials name should be tee. Now in the 1st long bar above New click on where it says
“none” (the one on left). This will open you windows explorer, browse to your
folder where your bmp is and click on it.
Make sure it’s high lighted in blue and then
on the last bar of this box click “Assign”
Now you will see something like this in the
3D view window

Now
Mapping The Skin
Now what we want to do is get just the
cylinder highlighted in red.
So go
back to the groups tag and if you click on the select while the box is
highlighted it turns white,
in
other words just like you did before when we were selecting them.
You
will see when you use this function the first time you highlight a part of your
model in this tag
it
selects it and turns red and if you click again it will unselect it.
Now it should look like this:

Now from the main tool bar click on “Window”
and in the drop down list choose “Texture Coordinate Editor”.

This will bring up the window where you have
to map your bmp to the model.
Now in the first drop down
make sure it says Cylinder
in
the second one choose Front.
Now click on Region and with your mouse draw
a rectangle in the green.
Then click on Remap and you should have this.

Close that window and repeat the same steps
you
did
for the cylinder except this time do it for the box, except this time draw the rectangle in the red.
Then close .
If you did everything right your model is
finished being skinned
and
it will look like this.

Now to
export the model as an A5 MDL
First off all models even the ones that have
no animation
still
have to have a bone and the vertex’s assigned to a bone.
So let’s do it.
Click on the “Model” tag then click on
“Joint” on the right just above Redraw All Viewports.
Locate your mouse some where in the model and
click,
you
will see a blue circle like this.

Next click on the “Joints” tag up at the top
right, it will open this window.

Make sure the joint is highlighted.
Then
click on “SelUnAssigned” all the vertex’s should turn to red.
Then
click on “Assign” and they should all turn back to white.
Next click on the “Groups” tag and select the
parts again so that they are both red, then click on “Regroup”,
and
now you should have just 1 item instead of box and cylinder.

Now you can
export as A5 MDL.
You must have the QC Script made up before exporting.
I
hope this has helped you.
Enjoy,
The Mad Dog
Created
9-21-02