CFX is easier IMHO. I only use Milkshape to convert Models.
In CFX you need to import a Mesh. Then Create the Skeleton. Then assign the vertices to the bones. usually you would assin all vertices of the lower arm to the ellbow bone (which is the lower arm bone, but it's pivot center is the ellbow, the connection to the next bone in the hierarchy). So when you rotate the lower arm, the vertices of the lower arm will follow.
It may take some time until you're familar with the controls of CFX, eg. Select and unselect Vertives using shift, alt and ctrl combinations (tho it's written at the bottom). If you have once assigned the vertives to the bones properly, the fun begins.
Animation Keyframing etc. is a nice Job imho, compared to Vertex assignement.
BTW. I wouldn't use 100 frame sfor a walking cylce. 20 or 30 works pretty good for me.
Probably I'll write a lil tutorial soonish. Tho I am not Mr. Animation or something.
(BTW it might be a good idea to set the very first frame of a cycle sequence to be a keyframe for EVERY bone/part of the model, to make sure it will loop correctly)
In CFX you need to import a Mesh. Then Create the Skeleton. Then assign the vertices to the bones. usually you would assin all vertices of the lower arm to the ellbow bone (which is the lower arm bone, but it's pivot center is the ellbow, the connection to the next bone in the hierarchy). So when you rotate the lower arm, the vertices of the lower arm will follow.
It may take some time until you're familar with the controls of CFX, eg. Select and unselect Vertives using shift, alt and ctrl combinations (tho it's written at the bottom). If you have once assigned the vertives to the bones properly, the fun begins.
Animation Keyframing etc. is a nice Job imho, compared to Vertex assignement.
BTW. I wouldn't use 100 frame sfor a walking cylce. 20 or 30 works pretty good for me.
Probably I'll write a lil tutorial soonish. Tho I am not Mr. Animation or something.
(BTW it might be a good idea to set the very first frame of a cycle sequence to be a keyframe for EVERY bone/part of the model, to make sure it will loop correctly)