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3 Dimensional Chat / Export a model as .x from 3ds max9 that has been animated with the skin modifer?

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SamHH
17
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Joined: 9th Dec 2006
Location: Vermont
Posted: 13th Oct 2007 05:09
I have animated a model using the skin modifier, when I export as .x
the mesh is completely messed up,the mesh looks like it is exploded, has anyone been able to export a model from max using the skin modifier and have it work in fpsc?
thank you.
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SamHH
17
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Joined: 9th Dec 2006
Location: Vermont
Posted: 16th Oct 2007 20:52
*Shameless bump*
Anybody?


Heckno
20
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Joined: 8th Sep 2004
Location: Palm Coast, FL
Posted: 18th Oct 2007 21:35
you could try "killo watt x" - I haven't had any luck with it but again I haven't played with it but maybe 2 times ....

http://kwxport.sourceforge.net/
SamHH
17
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Location: Vermont
Posted: 18th Oct 2007 21:44
Yes i saw that one, the model comes out ok but the animation is messed up.


Mike Inel
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Location: Sa upuan ko po...
SamHH
17
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Joined: 9th Dec 2006
Location: Vermont
Posted: 26th Oct 2007 21:20
Thats the one I've been using.... I think it might be a max 9 issue.


Heckno
20
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Joined: 8th Sep 2004
Location: Palm Coast, FL
Posted: 27th Oct 2007 17:41
I don't think it's max issue as much as it is an direct x converter issue when using the skin modifier...

when using physique modifier I have no problems...
Nack
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Posted: 27th Oct 2007 20:28 Edited at: 27th Oct 2007 20:30
if you dont mind spending money, buy ultimate unwrap3d, it has a plugin that import/export max9 into it flawlessly. From uu3d, you can export to numerous format, including .x of cus.


Nream is DONE! 3D Adventure Maker
SamHH
17
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Joined: 9th Dec 2006
Location: Vermont
Posted: 28th Oct 2007 02:23
Quote: "when using physique modifier I have no problems..."
When I use physique it also has that problem.


Heckno
20
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Joined: 8th Sep 2004
Location: Palm Coast, FL
Posted: 28th Oct 2007 17:02
send me the animated mesh in max format and I can check out the issues...
SamHH
17
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Joined: 9th Dec 2006
Location: Vermont
Posted: 28th Oct 2007 18:10
Ok thank you.


SamHH
17
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Joined: 9th Dec 2006
Location: Vermont
Posted: 7th Nov 2007 18:13
For now the problem is solved, using physique and having the matrix box checked not the position scale and rotation seems to work.


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