HomeUser Control Panel (unavailable in archive)ForumsTutorialsArt GalleryResourcesMaps

Example model to teach some1 to animate2 (non-linear)

11-21-2004, 04:02 PM#1
BlinkBoy
This time isn't linear animations, i've setted tcb rotations and tcb position. the formats are: .max (saved in max6), .gmax and .mdx.Zoom (requires log in)
11-21-2004, 06:30 PM#2
urkdrengi
Well I'll be... I never thought i'd see the day. :o

One of the things I'd like to do in the future is get dismount/mount animations, for like a knight on horse, in game. I'm also working on animations for a mace/ball n'chain attack (non-billboarded) - not to mention other totally custom attack animtions. Do you think we could get animations like these in-game with Max6?..o plz plz!
11-21-2004, 07:14 PM#3
BlinkBoy
Quote:
Originally Posted by urkdrengi
Well I'll be... I never thought i'd see the day. :o

One of the things I'd like to do in the future is get dismount/mount animations, for like a knight on horse, in game. I'm also working on animations for a mace/ball n'chain attack (non-billboarded) - not to mention other totally custom attack animtions. Do you think we could get animations like these in-game with Max6?..o plz plz!
export this model using dex and you will see that the animations of the 2 bones are hermite and have outan and intan (means that they are none linear).

and yes we can get all those anims to game, the only type of animations that aren't exported are global sequences and tcb scale.