This geometry importer reads in the complete contents of a
MilkShape-3D .ms3d binary file,
Mesh geometry with vertex normals and vertex uv texture coordinates
Mesh skinning weights and associations (deformation of meshes by bones)
Animation (rotations imported as Euler or Quaternions)
MilkShape-3D is a popular low polygon-count modeler and gaming file
converter written by
chUmbaLum sOft of Zurich, Switzerland.
Okino's Milkshape-3D importer is most beneficial as a bridge between the
large selection of import converters supported by the Milkshape-3D program and
the large selection of export converters supported by Okino software. For
example, the following are a selection of MilkShape-3D import converters
which are not natively supported by Okino software, and hence are now
accessible by way of the Milkshape-3D program (as a file converter to
the .ms3d file format) and the Okino software as a second step converter.
The following information explains the various options on the dialog box:
Enabling this checkbox will allow all triangle mesh data to be imported from the .md3d file.
uv Texture Coordinates
Enabling this checkbox will allow the uv texture coordinates associated with each vertex to be imported. These uv texture coordinates are important if you wish to apply texture maps to the objects.
Enabling this checkbox will allow the vertex normals associated with each vertex to be imported. The normals define the "smoothness" of the polygon model when it is rendered.
Enabling this checkbox will allow material definitions to be imported.
Enabling this checkbox will allow material definitions to be imported. The materials define the color of the objects.
Enabling this checkbox will allow texture definitions to be imported. The texture definitions link a bitmap image texture on disk to a material associated with an object.
Enabling this checkbox will allow the bone (skeleton) hierarchy to be imported. Bones define a skeleton which in turn can be "bound" to a mesh via mesh skinning weights. By moving or animating the bones, the mesh will deform smoothly in relation to the distance each bone moves relative to the base pose.
Enabling this checkbox will allow mesh skinning weights to be imported and for the bone skeleton to be bound to its corresponding triangle mesh. By moving the skeleton, the mesh will deform smoothly in relation to the distance each bone moves relative to their base pose (and affected by the weight strength).
Enabling this checkbox will import the animation data in the .ms3d file and bind it to each bone of the skeleton. You have a choice to import using Euler rotation method (3 explicit X, Y and Z rotation channels) or as Quaternions (one rotation animation channel that always takes the shorted distance between two rotation angles). The option defaults to Euler. If you notice that the imported animation plays back incorrectly then simply revert to Quaternion rotations.