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 / Problem with exporting animations in 3ds max

Author
Message
Dark Serpent
20
Years of Service
User Offline
Joined: 24th Feb 2004
Location: U.S.A.
Posted: 8th Aug 2005 19:29
Ok, I have a character and Im using a biped character studio skeleton. I applied the pysic(however you spell it). And it animates fine in 3ds max.When i export it as a 3ds file,Itmseem only the dummies are animating and not the actual model. When i use the panda x exporter and export it as an .x file. The model animates but it e=comes out spike with extra polys sticking out. i can fix that no matter how much i edit the envelope. If anyone has a solution to either of those problems then please tell me.

Join my team, make games for the masses! Go Team Bolt Rocket!!! http://www.freewebs.com/teamboltrocket/
3dmaxter
19
Years of Service
User Offline
Joined: 10th Aug 2005
Location: Bandung - Indonesia
Posted: 10th Aug 2005 20:45
Have u tried to group all together? it works on W3D

i dont know anything
Dark Serpent
20
Years of Service
User Offline
Joined: 24th Feb 2004
Location: U.S.A.
Posted: 13th Aug 2005 19:08
I dont use wings sorry.

Join my team, make games for the masses! Go Team Bolt Rocket!!! http://www.freewebs.com/teamboltrocket/
Manic
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Completely off my face...
Posted: 13th Aug 2005 20:27
ah, this has been causing me all manner of problems recently. panda exporter stipulates that bones can only be affected by 4 bones as a max, meaning the best thing to do, is to give each vert a weight of 1, and only assign it to one bone. To do this, you're best to use bones, and the skin modifer, and then use the skinordie tools, however, i did all this, and it still came out borked.

so, at the moment, i'm learning milkshape, as that's .x exporter actually works, which is novel.

i wish discreet would just produce their own exporter, it'd actually work then!

Manic

I don't have a sig, live with it.
Mirthin_
21
Years of Service
User Offline
Joined: 29th Sep 2003
Location:
Posted: 17th Aug 2005 19:09
In the physique modifier, go into the vertex sub-level and check every one of your verts. If any of them are blue, they're set to root, and that's how you might end up with jagged, sticking out polys. That's assuming that you've animated the root bip object.
Seppuku Arts
Moderator
20
Years of Service
User Offline
Joined: 18th Aug 2004
Location: Cambridgeshire, England
Posted: 17th Aug 2005 20:01
If you checked your post on 3DW recently, you would know of this link for a 3DS max exporter for .x (its got versions for various programs, like Cinema 4D 6.3, woot I won't have buggered up .x)

so to save time here is the link dude

http://www.quest3d.com/index.php?id=102

http://seppukuarts.afraid.org
PC- 1.5ghz 64mb graphics gforce 2 256mb ram. And a pain in the butt
Dark Serpent
20
Years of Service
User Offline
Joined: 24th Feb 2004
Location: U.S.A.
Posted: 23rd Aug 2005 23:58
I fixed it. its becuase i used booleens with the limbs and the exporteer didnt like the funky geomitry.

Join my team, make games for the masses! Go Team Bolt Rocket!!! http://www.freewebs.com/teamboltrocket/

Login to post a reply

Server time is: 2024-11-27 16:40:37
Your offset time is: 2024-11-27 16:40:37