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3 Dimensional Chat / 3DS Max animation question

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AK49
21
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Joined: 7th Jun 2003
Location: Here
Posted: 14th May 2005 05:38
Hi, i have 3dsmax 7, and i wanted to know how to make an animation that is saved for certain actions in DBPRO. I know that was really confusing, so heres an example. I have modeled a soldier (not really). I want to make an animation of him walking, as it is used in the game. I ALSO want to make one of him running, and this is used in game too. Does that help? Thank you for listening. Or reading.
Seppuku Arts
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Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 14th May 2005 08:15
I don't use 3DS max, but I think I've seen a lot of people having problems with it and DBPro, if you don't get a quick reply of how to do I would flick through the posts and maybe you'll find a helpful one

http://seppukuarts.dbspot.com
Ronin is back on production yey!!
STALKER
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Joined: 16th Apr 2005
Location: Help! I\'m stuck in the printer!
Posted: 14th May 2005 16:15
Do you KNOW how to animate firstly? By your post i couldnt really tell if you had animated, but couldnt export, or wasnt sure HOW to animate.

Now this may not be correct, but here goes:

1. Make separate files with each animtaion,run.max,walk.max,jump.max etc, then get a .x converter plugin to export with.

2. Make one file with each animation one after another, and do the same
.x export, but when coding, instead of loading each animation when you want the character to do it, load say: for run frames 16-30, for walk frames 1-15, for jump frames 31-45.

Hey im new to all this so im not sure you could do that.

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Dennuz666 v2
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Joined: 21st Jan 2004
Location: Netherlands
Posted: 14th May 2005 18:06
I got a related question so i'll try to ask it here:
i created an object explosion with PArray and want to export 100 frames. But i cant get it done. It's just a sphere with the PArray attached to it. The 'include animation (requires frames)' option in Panda is greyed out

I always used static objects so this is quite new for me.

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STALKER
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Location: Help! I\'m stuck in the printer!
Posted: 14th May 2005 18:12
Hmmmm...... Export PArray to .x file huh?
Im not sure if .x Supports Paricle Modifiers. Do you need it to be 3d?
or can you just render A few shards rotating around and made a sprite-based explosion, then use it for an in-house particle sprite in DB

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Dennuz666 v2
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Posted: 14th May 2005 18:30
Well, the best is if its 3D. It's an asteroid, when you blow it up i want the player can fly 'through' it. It's for SFX purposes. I was wondering if i can 'convert' the PArray to editble meshes, that would solve it i think? Do i need keyframes (0 and 100) for an export to X?

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STALKER
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Posted: 14th May 2005 19:23
Just tried to convert pasrticles to mesh. Doesnt work. Good idea though. Maya has a Shatter command which Breaks the object to fragments that are individual meshes. Very cool

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Dennuz666 v2
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Posted: 15th May 2005 00:49 Edited at: 15th May 2005 00:50
Ooh... almost did it! I searched for maybe hours but i found an article about converting particles to a mesh (http://www.cgtalk.com/archive/index.php/t-119066.html). Create your Parray and then use a MESHER on it. You can find it in 'compound objects -> mesher'. Almost did the trick.

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STALKER
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Posted: 15th May 2005 00:53
Koolies nice find good luck on that.

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