Replies: 130 (Who?), Viewed: 178388 times.
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Alchemist
Original Poster
#126 Old 20th Jul 2011 at 6:57 AM
"Access is denied" is coming from your Windows 7 file system. Windows Vista and Windows 7 have code that monitors the program installation folders (C:\Program Files (x86)\) and disallows modifications. The idea is to spare you the grief of reinstalling programs that were broken by accidentally adding or deleting files.

Since you were able to copy the zip file into the folder, you may be able to make a temporary folder in Documents, move the zip file there, unzip it and then drag the plug-in files (those ending in .dll) into the MilkShape folder. Until the plug-in you need is actually in that folder, and MilkShape restarted, you will not see the menu choice you need in the file->export menu.

You may also find additional help on this topic on other websites (I am not a Windows guru, just maybe a little bit ahead of you). Here is one link I found on Google that appears relevant: http://www.addictivetips.com/window...sion-ownership/.

<* Wes *>

If you like to say what you think, be sure you know which to do first.
Test Subject
#127 Old 20th Jul 2011 at 4:40 PM
Quote:
Originally Posted by WesHowe
"Access is denied" is coming from your Windows 7 file system. Windows Vista and Windows 7 have code that monitors the program installation folders (C:\Program Files (x86)\) and disallows modifications. The idea is to spare you the grief of reinstalling programs that were broken by accidentally adding or deleting files.

Since you were able to copy the zip file into the folder, you may be able to make a temporary folder in Documents, move the zip file there, unzip it and then drag the plug-in files (those ending in .dll) into the MilkShape folder. Until the plug-in you need is actually in that folder, and MilkShape restarted, you will not see the menu choice you need in the file->export menu.

You may also find additional help on this topic on other websites (I am not a Windows guru, just maybe a little bit ahead of you). Here is one link I found on Google that appears relevant: http://www.addictivetips.com/window...sion-ownership/.


<* Wes *>


Thank you so much! It worked! Now I can finally export correctly! Thanks so much for helping me!
Test Subject
#128 Old 26th Nov 2011 at 6:48 AM
Default Help
I have tried everything. No matter what I do it will NOT install. I have put it into E:Program Files/Milkshape 3D 1.8.4 and extracted it there so many times, have double checked and have restarted Milkshape and it still will not show up. I have no idea what to do and no one else seems to have had this problem......
Test Subject
DELETED POST
20th Apr 2012 at 6:38 PM Last edited by KittySims2 : 20th Apr 2012 at 6:39 PM. Reason: mistake
Fuck You!!
This message has been deleted by HystericalParoxysm. Reason: Rude.
Test Subject
#129 Old 30th Apr 2012 at 11:11 PM Last edited by destiny1331 : 1st May 2012 at 10:41 AM. Reason: to make it clearer
Hi there,

I'm attempting to make a pet posebox using the templates that Kodiak has made, so far I have been able to create a very simplistic sit pose in Milkshape, and I had thought that using the TS2 AniMesh ANIM Exporter would work okay to exported the pose using the following instructions:

Object Name: auskel Length(ms) 8000 Blend Name - Left Blank-

I had been under the impression that setting Body Animation as ANIM type and Locomotion Type to Pose would be okay for the export of the animation/static pose.

When I went into SimPE to do the rest, I have noticed that the static pose/animation isn't showing up as a Dog Animation but showing up as an Adult animation. I don't think that I can make the BHAV coding as I am not calling to an Adult Sim but an Adult Dog. So I was wondering how do you export the static animal/dog pose to begin with and how do you get SimPE to recognise the animation as a Dog Animation/Pose instead of an Adult Sim. I am making a huge assumption that static poses can be made for animals, since it is possible to make custom animations I would have thought that custom static poses would also be possible.

The only other thing that I am curious/uncertain about is the TTAB and TTAs, would they be done in the same fashion as a posebox for a sim?

Thanks in advance for any help even if its a your a loon to even try this it can't be done.
Test Subject
#130 Old 28th Mar 2020 at 4:04 AM
Default Animations with speeds lower than their amount of keyframes do not export properly.
Hello there!

I know this thread is super old and so it's likely I won't get a response, but I have found a bug with Milkshape/SimPE and I'm unsure whether it's the exporter's problem or something else.

I make animations with a lot of keyframes (sometimes up to 4,000+) in order to eliminate the rotating legs/body issue; basically, I scale out my keyframes by 5 or 10 and then add keyframes between those so there is a smaller difference in rotation between each keyframe, which almost always eliminates rotation problems.

I've noticed that when exporting, if my milliseconds are a smaller number than the amount of keyframes I have (for example if I make an animation 2000 milliseconds but the animation has 4000 keyframes), when I import the animation into SimPE it only imports one keyframe and acts as a pose. I can't seem to find a solution or explanation for this problem. This has been problematic when I create animations with a ton of leg or body movement (therefore requiring a lot of keyframes to avoid rotation problems) but need the animation itself to be relatively short in length.

Thanks so much for your efforts!
Test Subject
#131 Old 31st Mar 2020 at 11:54 AM
Quote:
Originally Posted by kitkat123abc
Hello there!

I know this thread is super old and so it's likely I won't get a response, but I have found a bug with Milkshape/SimPE and I'm unsure whether it's the exporter's problem or something else.

I make animations with a lot of keyframes (sometimes up to 4,000+) in order to eliminate the rotating legs/body issue; basically, I scale out my keyframes by 5 or 10 and then add keyframes between those so there is a smaller difference in rotation between each keyframe, which almost always eliminates rotation problems.

I've noticed that when exporting, if my milliseconds are a smaller number than the amount of keyframes I have (for example if I make an animation 2000 milliseconds but the animation has 4000 keyframes), when I import the animation into SimPE it only imports one keyframe and acts as a pose. I can't seem to find a solution or explanation for this problem. This has been problematic when I create animations with a ton of leg or body movement (therefore requiring a lot of keyframes to avoid rotation problems) but need the animation itself to be relatively short in length.

Thanks so much for your efforts!



I might have a solution for you. What you could do is export your animation with a lenght that is higher (or same) as the number of keyframes (for example if you have an anim with 4000 keyframes you can make it last 5000 ms).
Then import it as usual in SimPE. If the anim is more than 500 keyframes it will take a looooooong time to SimPE to load the parameters, but it will eventually show up. You have to be patient and don't think the program crashed.
Then, in your "hack" package, go to "behaviour function" and ONLY ON THE "START" strings (if you work with start and stop functions) you can set the speed of the animation.

As seen on the images below, on the fourth case, (again, only for the "start"), you can set the speed. 20 is average but you can set it to 05 for example to get slow animation, or to 79 or 7F to get pretty quick animation.
05 and 7F are extreme values though haha. I suggest you increase or decrease a small amount like 10 for slower or 40 for faster. Then test in game to see if the speed pleases you, and if not, just go back in SimPE and change the value

Hope I was able to help !
Screenshots
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