Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

3 Dimensional Chat / Got 3D Studio Max > DBP Animation working, but now there is trouble with Texturing the Object!

Author
Message
James McGlocken
16
Years of Service
User Offline
Joined: 29th Jan 2008
Location: In The Beautiful Mountains of Vermont
Posted: 16th Jun 2008 01:16 Edited at: 16th Jun 2008 01:21
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)

PHP Programming, Music Composition
George_W
16
Years of Service
User Offline
Joined: 21st Jun 2008
Location: USA - California.
Posted: 21st Jun 2008 11:29
What you can do is have a Modifier on Max where you use Unwraping UVW's Edit the Coords or Mesh and Render the Current UVW as a Bitmap then go to any Paint Program and Draw your Texture on it, just make sure to not Over write the Original just for Future needs or something. After that load it to the Diffuse box of the material and Export it. Make sure to check a Box in Texture tab or somethng that makes an .X file and a copy of the Texture. Keep the 2 files toghether and Preview it on the DirectX Viewer and the model should be textured. Thats what I did with a Crash Bandicoot Model I made and It worked fine... The only thing that i need to work on are the Animations. I'll have the .X file Attached here with the Textures and stuff like that so you can see if you dont understand what I mean. If you have any Q's Send me an E-Mail to

[email] g_wulfers@yahoo.com [/email]

If you want something, You'll find a way; If you don't, you'll find an excuse.

Education is a comitment.

Attachments

Login to view attachments
George_W
16
Years of Service
User Offline
Joined: 21st Jun 2008
Location: USA - California.
Posted: 22nd Jun 2008 11:54
... hmm about the Teturing ... Never mind, I read your message again and I think you did do that. .. sorry. but for anyone that wants to Download a decent model of Crash Bandicoot, go for it. you might want to change its Mesh into the 'T' position When animating. Other wise you will have his Shoulders going into his body.

Sorry for wasting your time

bye

George

If you want something, You'll find a way; If you don't, you'll find an excuse.

Education is a comitment.

Login to post a reply

Server time is: 2024-11-25 18:47:23
Your offset time is: 2024-11-25 18:47:23