I've finally got a good integration of my 3D Model rigged to a Biped Skeleton going.
First, I rig the model (create the biped skeleton, resize it in the motions menu, go to modifiers and select physique for the mesh, then attach the 3D Model).
Second, I animate the 3D Object. I've done some basic poses, all just different ways of standing (for now).
Third, I export the 3d model. I was having LOADS of trouble with this for a long time, but for the most part I figured out how to get Panda .X Exporter for 3D Studio Max to export with Animation:
Select the Mesh WITH the biped object and select "File > Export Selected".
Panda .X Settings:
Check Include Animations
Check Bones
Under Animation Tab > Timeline section > Check "Key Frames"
So now Animation is working. I can use "Set Object Frame OBJNUMBER,FRAMENUMBER", but here's the only problem I seem to be having now. As bones are exported, the mesh works with animation, but I can't get a UVmap to Texture to the object in DBP! Damn...
If I
Uncheck Bones from the Panda Exporter Settings, it textures perfectly in DBP, but then there is no animation!
The reason this is happening is because the skeleton is a seperate object. I need to somehow get the UVmap that I export from 3D Studio Max to texture the 3D Model ALONE, without bothering the Skeleton.
When I export to Dark Basic Pro, Dark Basic Pro sees the entire thing as 1 object (Including the skeleton). This means that when I try to texture the object, it comes out black, because there is no UVmap information attached the whole thing.
The main solution I've come up with is to somehow get it so that the Mesh is Animating
on it's own WITHOUT The Skeleton. I want to somehow maybe use the Biped Skeletons Animation for the mesh, but get the Mesh to be self-suffient in that AT FIRST you have to create the animations with the Skeleton, THEN you delete the Skeleton and the Mesh by itself has the Skeletons Animation.
Solution Idea Number 1) How the HECK do I animate a Vertex in 3D Studio Max without the need for bones, or a Skeleton? Is it possible?
Solution Idea Number 2) Maybe the "STAGE INDEX" variable will lead me to some kind of solution? (TEXTURE OBJECT Object Number, Stage Index, Image Number)
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