There's a new version 0.91a, as well as a patch for it (separate downloads). One of the fixes is MDL7 related.
http://www.fragmosoft.com/fragMOTION/download/index.phpQuote:
version 0.9.1a
-fixed several errors caused by locale settings using commas for decimals
-fixed bug where .ms3d models sometimes were imported without assignments
-fixed infinite loop when opening a model file containing errors using the 'All Supported Files' filter
-fixed bug where keyframes pasted into the keyframe editor were lost if they extended past the end of the animation
-fixed incorrect export of sprite images whose width exceeded 1024 pixels
-fixed problem with small models disappearing in the sprite creator because of near z-clipping
-added option to sprite creator to save single frames in rows or columns
-added option to sprite creator to save images with a uniform size
-added option to 3D Gamestudio MDL7 exporter to store texture images internally or use a file path
-added tools to modify the entire mesh or skeleton separately
-widget tools will now display properties for the selected tool
Quote:
version 0.9.1a patch
-Wavefront OBJ importer/exporter now handles textures and exports usemtl with the correct name
-updated MS3D importer/exporter to work with Milkshape 1.8.0+
-fixed bug in 3D Gamestudio MDL7 import/export where models using multiple materials were saved incorrectly
-fixed bug in .dds export where image dimensions were changed to powers of 2 but the content was not scaled
There's also been a nice fragMotion plugin released called SkeleTools. It works in conjunction with the BVH files you can but at TrueBones:
http://www.fragmosoft.com/forum/index.php?topic=303.0
Quote:
SkeleGen: Creates a base skeleton, using the naming convention found in the Milkbones animations, allowing any Milkbone animation to easily be merged. Click and drag in the front view ( Currently: If created in other views makes a really flat useless skeleton!) to create the skeleton, sized to the area dragged.
Here's a free BVH editing tool that can be used with the TrueBones motions, too:
http://www.davedubuk.btinternet.co.uk/
Quote:
- Convert many types of bvh files to be Second Life compatible.
- Add, remove and rename joints.
- Make adjustments to any motion channels across all frames at once.
- Make adjustments to the joint offsets (i.e. skeletal structure)
- Zero out any motion channel (e.g. to keep the figure from 'wandering off' from the origin)
- Trim off frames from the front and back of the file (to create a loop-able animation)
- 'Knit' together the start and end frames for smoother looping. (Uses linear interpolation only)
- Set a T-pose for the first frame (for Second Life compatibility)
- Adjust the frame time to speed up or slow down the animation.
- See graphically how the joint structure and motion data work together.
- Quickly and easily see which axis the arms are aligned on.
- Open and view many other bvh file variants.
Finally, here's what the fragMotion sprite creator looks like:
http://www.geocities.com/hainesrs/misc/sprite.jpg
...and here's what I made (based off the settings in the image above except I changed it from individual files to single row):
http://www.geocities.com/hainesrs/misc/sprite2.jpg