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Milkshape adds .fbx support

Discussion in 'General Discussion' started by Pavlov, Jan 29, 2006.

  1. Pavlov

    Pavlov

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    Jun 7, 2005
    Posts:
    41
    Just an fyi if you've got a spare pc next to your Mac and can't affort the 2k (or so) for Maya. Personally I don't have a license to Milkshape (yet) but heard it's a good/cheap low poly modeler.
     
  2. SpectralLament

    SpectralLament

    Joined:
    Jan 24, 2006
    Posts:
    8
    Milkshape's got .fpx support now? Sweet, another reason to have that program.

    Milkshape is indeed a good modelor, but there's a reason it's primarily for low-poly stuff. In almost all cases, you'll be modeling vertex by vertex, and then connecting them into the triangles. It's pretty time consuming, and I would hate to attempt a high-poly model like that, but for low-poly models it works well. It's actually the only type of modeling that I've really understood well, actually.
     
  3. fabio1955

    fabio1955

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    Nov 11, 2009
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    72
    I did experiment with MilkShape (which I love for its semplicity..) and I discover the following:
    1) As stated by Unity the Wavefront OBJ format is not supported with animations but it works well with static meshes
    2) With Animation export to "Alias Fbx" format
    3) In the importer you have to set the scale facto to 1 (it is 0.01 by default)
    4) You have to go to the material and you have to add your texture manually (do not why)
    Hope this will help someone..
     
  4. CoatlGames

    CoatlGames

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    Apr 25, 2008
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    773
    obj file format has never supported animations, its a restriction of the file format not unity, if you are interested only in static meshes, its a good format as its easy to read and manipulate
     
  5. frigginjoe

    frigginjoe

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    Jul 12, 2006
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    If you can't afford the Maya pricetag, I can't see why not go with Blender 3d or Cheetah 3d whether or not a PC's next to your Mac :D

    Blender 2.5 may warrant revisiting if a quick glance at the interface turned you off initially in the pre-2.5 versions.
     
  6. fabio1955

    fabio1955

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    Nov 11, 2009
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    Well I love and suggest MilkShape for sake of simplicity. I am more a programmer enthusiast than a graphical artist. What I need is a low poly mesh editor for my games easy to understand and to use. It is difficult to me to have a mesh with more than 2000 triangles. Milkshape help you to follow what is going on that side , i..e. less triangles….
    As you see I like polemics…:)
     
  7. drewradley

    drewradley

    Joined:
    Sep 22, 2010
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    3,063
    I've had no luck whatsoever exporting animated FBX from Milkshape to Unity. When I try, it's always empty. I am attempting to import direct X models with animations. I first import into FragMotion and export as Milkshape. Then I open it in Milkshape and export as FBX. When I load it in unity, it's blank. But when I reload the FBX into FragMotion, it works fine. Any suggestions?
     
  8. Ippokratis

    Ippokratis

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    Oct 13, 2008
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    1,521
    Try to set the scale factor to 1 as suggested by Fabio. Also, try to view it from different angles, it might be a normals problem.
     
  9. drewradley

    drewradley

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    did all that and it's still empty. I think I know what's it's doing, just not how to fix it. It looks like it's only importing the skeleton and not the mesh... at least there is no mesh in the hierarchy of the object. Just a bunch of BIPs.

    edit: I have confirmed that all it is exporting is the skeleton and not the mesh. I'm waiting on approval to post on the milkshape forums but wondering if anyone has any clue why that is happening?
     
    Last edited: Mar 4, 2011
  10. GibTreaty

    GibTreaty

    Joined:
    Aug 25, 2010
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    792
    I own Milkshape and have exported FBX to use with Unity. It was a model with an animation and I found out, if I remember right, that the whole model has to be in one group or else it won't export right.
     
  11. drewradley

    drewradley

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    Well I discovered it seems to be an issue with the specific models (the Zombie Apocalypse pack from The Game Creators). I tried some other Direct X models I had and they worked fine. Guess I'll have to figure another way to use all those zombies in Unity. grrr.
     
  12. maidamedia

    maidamedia

    Joined:
    Nov 19, 2009
    Posts:
    224
    I have the same problem with characters from pack 42 of Game creators. If I export in FBX in unity it's empty!!! Did you find a solution in the meantime? Thanks
     
  13. maidamedia

    maidamedia

    Joined:
    Nov 19, 2009
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    224
    I have found the solution. Use Ultimate Unwrap.
    1. in Milkshape export your character in FBX format
    2. import the fbx character in Ultimate Unwrap (www.unwrap3d.com)
    3. just export the character in fbx format from Ultimate Unwrap directly in the Asset folder of your project
     
  14. drewradley

    drewradley

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    And it keeps the animations and everything?
     
  15. maidamedia

    maidamedia

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    Nov 19, 2009
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    Yes. Probably you have to modify the sign in the x or z scale. I am using the character with Antares moveoncurve and I had to modify those scale parameters. Mesh, textures and animations are ok.
     
  16. maidamedia

    maidamedia

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    Nov 19, 2009
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    224
    You can also open the character in X format directly from Unwrap3D and then export in FBX format in the Assett folder of your project. Hope this helps
     
  17. drewradley

    drewradley

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    It does... I'm going to pick it up as soon as I can.
     
  18. okokok

    okokok

    Joined:
    Aug 1, 2012
    Posts:
    24
    you can Use this to import Milkshape FIle .Ms3d to BLENDER and
    Export to FBX with animation can export Full And Free Plugin
    download this
     
    Last edited: Nov 3, 2012
  19. wccrawford

    wccrawford

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    Sep 30, 2011
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    2,040
    You just resurrected a thread that was a year and a half old to give an answer that they likely already knew. They're trying to avoid all those extra steps.
     
  20. SevenBits

    SevenBits

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    Dec 26, 2011
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    1,953
    Yes, and this is old news by now.
     
  21. tulkasbato

    tulkasbato

    Joined:
    May 7, 2013
    Posts:
    3
    1) need registered fragmotion
    2) import ms3d in fragmotion
    3) in fragmotion export as Alias .fbx
    ¨onli register version of fragmotion export fbx ¨