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3 Dimensional Chat / Animations from 3d studio max

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Slooper
21
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Joined: 13th Feb 2003
Location: Sweden
Posted: 17th May 2006 16:20
Well i have som problems with 3d studio max.
I use boneanimations and the skin modifier to link the bones to the mesh, but when loading in an .3ds file the bones is visible in darkbasic and not bound to the mesh so no animation on the mesh and when exporting to .x (using panda exporter or what it is called) the bones arent visible thats god anyway but no animations work there either. I dont want to change to another 3d editor, maby gmax becuse i think they got same layout so no extra work learning the editor. Are there any soloutions for this,

oh yeah i dont want to use biped in 3d max either becuse it is very limited regaring animations.

You never fail, only make mistakes.
Zergei
19
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Joined: 9th Feb 2005
Location: Everywhere
Posted: 17th May 2006 16:52
Are you exporting the bones along with the mesh?, you should. Also, what configuration you have set on panda?
Zeddex
18
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Joined: 4th May 2006
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Posted: 17th May 2006 22:20
ok Slooper i have the same problem as you have. For your problem with your bone visible, just put all the bone in a diefent layer and in the display, select all your bone and hide them. its work to see your animation in the 3ds Max. but to export your 3ds or max files in the X format. no one know how to do that to see the mesh with the bone animation.
i heard we have to program the animation with x programing or something else, i fly over a lot of forum atm to see how and why that happen
@ Zergei, i try a lots of different config with the panda exporter, but no one move my mesh ( its good if you do an animation without bone but don't work with bone and skin morph or physique)

If Zeddex can, you can. If you have an idea, make it.
Heckno
20
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Joined: 8th Sep 2004
Location: Palm Coast, FL
Posted: 17th May 2006 22:45
Currently DBP only works with Max boned animations, that can be a biped or your own set of bones...

To make the bones (biped) invisible in DBP you need to select the group (bones/biped) right click the window and select the properties menu and make the group non-rendenable...

I have only been using max since last November but maybe I should try and put together a basic tut on how to get models + animations working in DBP...

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Zeddex
18
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Joined: 4th May 2006
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Posted: 17th May 2006 22:48
OK sLooper

i have the way to export a ...... 3ds file into x files with the animation ( usign bone )

THe way is really simple. this is the way i found step by step:

first, make your model
put biped bone ( if he's a biped )
i used physique, so attach to node the mesh to the bone
i maded a simple walking animation with 10
hide your bone by the way i say befor
( now you have your animation)
export to Pandax files

make sure, mesh, material, animation, bone, geometric, mesh normal, mapping coordinate are selected in the 3ds max object.

make sure in animation :
all frame are set up to include
key option = matrix
3ds max ticks

in x files setting:
set as text
sub frame herachi
left handed axis

Include animation
type = open
pos. quality = spline pos

" all that work for me, i have my model animated in my DBP"

send feed back if it work

If Zeddex can, you can. If you have an idea, make it.
Zeddex
18
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Joined: 4th May 2006
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Posted: 17th May 2006 22:50
but me i have a question, for the animation, if i want my walking animation but i want it to stay at pos 0,0,0 ( becose he dont need to move in the animation, only if i use move object x, y : loop object x

If Zeddex can, you can. If you have an idea, make it.
Zergei
19
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Joined: 9th Feb 2005
Location: Everywhere
Posted: 17th May 2006 23:59
Quote: "but me i have a question, for the animation, if i want my walking animation but i want it to stay at pos 0,0,0 ( becose he dont need to move in the animation, only if i use move object x, y : loop object x"


What i did for that is set a layer for the animation, and for each key that moves the model forward, i set a key returning it to 0,0,0. I don't mean that for every key of the model, just for the keys of the center of mas of the biped.

Further one my stuff at www.turbosquid.com
Slooper
21
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Joined: 13th Feb 2003
Location: Sweden
Posted: 22nd May 2006 08:57
Well i got it worked out tnx to Zergei, we used bones and skin modifier and exported with panda exporter, it was only some small settings I did wrong i think.

You never fail, only make mistakes.

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