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3dsmax MDX Exporter - Supports Animations

02-11-2003, 08:08 PM#16
Magias
Quote:
Originally posted by Mjukland
Hmm... not working... maybe im just stupid ?

I attached a screen of the error i get...


You can't see it...too blury and small. Better fix it up a little.
02-11-2003, 08:14 PM#17
4d5e6f
Quote:
Originally posted by Mjukland
Hmm... not working... maybe im just stupid ?

I attached a screen of the error i get...


do this:
1. First, select ALL of the bones and Helpers in the selet by name. to do this more easily, when making your bones and helpers, name them. bones should start with bone_body part. refs, like weapon, left hand, right hand, origin, etc, name them "part"_ref, like hand_left_ref or foot right ref or weapon ref.

2. press F11 to open up listener
for i = 1 to selection.count do selection[i].pos.controller = bezier_position ()

for i = 1 to selection.count do selection[i].rotation.controller = linear_rotation ()

for i = 1 to selection.count do selection[i].scale.controller = linear_scale ()

after each one, press enter. you should get a message that says OK after each one, so you should have 3 OKs. then go to the select by name thing and select everything. then hit "select". everything should now be selected. then go to the maxscript thng and export to an mdl. define the parts of the animation and give the model a name. export to an mdl. wait a bit. when its done, write the texture path into the .mdl file. convert it to an mdx and put it in game!
02-11-2003, 08:22 PM#18
Cedalvin
Hi

I convertet my model and it worked fine
but wenn I placed in in the worldeditor the animation was screwed up
the rotation was in the wrong direktion and some bones moved though i only moved only one bone that isn't connected

do you have any rules how to animate
size of the bone
view or local rotation
pivot position and alignment

C U Ced
02-11-2003, 09:40 PM#19
Mjukland
I've just imported a mdx, (a unit from the game) with KMK's mdx script ( i think it was his :) ), and then tried to convert it. I have selected all bones and helpers and then i've copied and pasted those lines in the listener, ive pressed enter betwenn all of them, but i only get one "OK" as you can see in my screenshot in my last post. ( if its blurry in explorer, download it and open it in paint or something )
02-11-2003, 10:47 PM#20
Cedalvin
well to get 3 OKs you should c'n'p them seperately
the listener works a bit like the good old dos (well ok dos wasn't so good :ggani: )

does anyone have a working animation other than the jumping eskimo ?

C U Ced
02-11-2003, 10:48 PM#21
republicola
i dont know why it is not working
try this
for o in $objects do o.rotation.controller = linear_rotation ()
also remember that if you are exporting something imported by you have to rotate it 90 degrees to face along the x axis
4d, im not sure, but i dont think you need to have specific names for the bones (maybe the helpers)

btw, nic says he is writing a tutorial for my exporter
and im currently working on a way to make the uvw exportation work better
02-11-2003, 11:36 PM#22
4d5e6f
helpers, unless the are ref's dont have to have specific names. i said to use specific names to make it easier to find things when you are selecting just the bones and helpers.
02-12-2003, 12:03 AM#23
republicola
attachments are the things with names with Ref
helpers are like bones but dont affect vertices
02-12-2003, 01:07 AM#24
4d5e6f
hey repub, i think i found 2 problems with your exporter.

1. I cant get textures to work at all on models exported with your exporter. i did add a texture path for the model too.

2. I made 1 bone in my model. i put it in the center of the circle on it. i put 3 speres around it, each spere had 6 verts. i linked them to the bone. then i turned on autokey and animated it. i made it spin about 350 degrees every 100 frames. i selected the bone, and hit F11 and copy+pasted that text stuff into it. i got the 3 OKs. then i slected everything and exported to an mdl. i also made the animations so theres only a standing animation. this is a building. i exported, added the texture path, converted to mdx, conevrted the skin, put them both into my map, then opened up WE, opened the map, changed the path of the bararcks to the patth of this model, then created one of them. it appeared, but it was all teamcolor and not animated.
02-12-2003, 04:05 AM#25
republicola
arg 4d!! you giving me too much trouble j/k
the textures are probably cuz you didnt remove the
ReplacableId 1,
from the mdl. that will cancel out any texture path

the animations sound like they are cuz you linked the spheres to the bone rather than doing it with a skin modifier (THAT IS A MUST)
02-12-2003, 04:22 AM#26
4d5e6f
what does that skin modifier do? Ive never gotten any results from it. maybe im just stupid and dont know how to use it.
02-12-2003, 06:23 AM#27
KMK
Try adding a bone to the skin modifier then using the edit envelope button.

BTW. Good job on the exporter republicola.
02-12-2003, 07:30 PM#28
Mjukland
Weee... :D I got it working now... Exporting works fine, skin and that is working but the anims are screwed up... They are screwed up in 3dsMax to... All parts moving in diffrent directions and it looks like hell.. Can someone help me with this ?

Its one of blizzard modells. ( im using KMK's mdx importer )

Ive attached an image... it looks realy strange.
02-12-2003, 08:33 PM#29
Magias
What the???
02-12-2003, 08:36 PM#30
4d5e6f
I got a custom model in game and animated. the animation worked! and so did the skin!!! the only porblem is that the speres in the middle are suppsoed to move around the area in the middle. in order to get this to animate right, i made the animation have 9 parts. each section has about 350 degrees of rotation. having multiple animations didnt seem like it would be a prob, since you just say which frames are for whichever animation. in game it only showed the first animation part of the chain of 9... o well. i know you didnt understand what i just said.