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3 Dimensional Chat / Model rigging in 3ds max

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QuothTheRaven
22
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Joined: 2nd Oct 2002
Location: United States
Posted: 8th Mar 2007 02:06
I've heard someone say that when exporting to .X one of the rigging modifiers doesn't work properly. And I seem to recal that it was either skin or physique. Is this accurate? I'm trying to rig a hand, which is turning out to be a total nightmare, and it seems that skin is easier to use than physique, but I want to make sure it will export right. Anyone know? And does anyone have any good rigging tutorials?

Spambergo
21
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Joined: 10th Oct 2003
Location: CT, USA
Posted: 8th Mar 2007 16:08
I use the Panda X Exporter, and skin works fine for me. The exporter explictly states that it will not exporter character studio bipeds, so stay away form that. But the regular skin modifer should work great. Also, make sure your files are up-to-date, as one of the more recent(but now replaced) releases had an animation optimization bug that drove me crazy.

QuothTheRaven
22
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Joined: 2nd Oct 2002
Location: United States
Posted: 9th Mar 2007 11:12
Thanks man. Another question I have is if I use morph targets to animate, would that export properly? I remember trying to put an animated noise modifier on a plant I made to simluate wind, but it didn't do anything. I'm rigging a hand and boning it is turning out to be much harder than I thought, and was wondering if morph target based animation exports ok if the hand has no bones in it.

bond1
19
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Joined: 27th Oct 2005
Location:
Posted: 9th Mar 2007 12:04 Edited at: 9th Mar 2007 12:07
Morph targets won't work, you'll have to use bones. An easy way to rig a hand would be to use a biped, and rig your hand to the just the hand bones using physique. Animating will be easier since you can take advantage of the bipeds IK and FK. Keyframe your hand animation. Then, hide the entire biped and export using Panda. Bipeds WILL export when using physique.

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