MilkShape 3D
From Wikipedia, the free encyclopedia
Milkshape 3D | |
Screenshot of Milkshape 3D 1.7.9 |
|
Developer: | Mete Ciragan |
---|---|
Latest release: | 1.8.0 / February 16, 2007 |
OS: | Microsoft Windows |
Use: | 3D computer graphics |
Website: | http://chumbalum.swissquake.ch/ |
MilkShape 3D (MS3D) is a low polygon 3D modelling program created by Mete Ciragan. It is used mainly by people compiling models for Half-Life and other games. Milkshape 3D's repertoire of export capabilities has been extended considerably, due to the efforts of both its creator and the community around it, and it is now able to be used for most games today, so long as an exporter for the required format is available.
Contents |
[edit] History
Milkshape 3D was created by chUmbaLum sOft, a small software company in Zurich, Switzerland, which was established in the autumn 1996. chUmbaLum sOft develops 3D tools for games and other applications. Milkshape was originally created as a low-polygon model by Mete Ciragan for the Half-Life engine. Over time many features were added as were many export formats. Though not as advanced as other leading 3D modelling programs, it remains effective for the user because it is simple and cost worthy.
[edit] Features
MilkShape 3D has all basic operations like select, move, rotate, scale, extrude, turn edge, subdivide, just to mention a few. MilkShape 3D also allows low-level editing with the vertex and face tool. Standard and extended primitives like spheres, boxes, and cylinders are available. Milkshape 3D can export to over 70 file formats.
MilkShape 3D is a skeletal animator. This allows export to morph target animation like the ones in the Quake model formats or to export to skeletal animations like Half-Life, Genesis3d, Unreal, etc.
[edit] Milkshape 3D file format
The native file format for Milkshape 3D-models is the ms3d-format. This file format is structured in the following way:
- Header
- "MS3D000000" followed by version number (ver. 3 or 4)
- Vertex Data
- Coordinates for the vertices
- Triangle Data
- Pointers to vertices, as well as surface normals
- Group Data (object/mesh)
- Group name and pointers to triangles
- Material Data
- Color details
- Bone data
- Animation data