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FPSC Classic Models and Media / animated spikes export 3dsmax problem

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djmaster
User Banned
Posted: 14th Feb 2009 18:55
i exported some spikes i animated in 3dsmax,made a script to play animation



they dont work ingame.it may be that the export settings are wrong or the fpe is wrong.

fpe file



the 3dsmax settings are attached in the picture
can somebody tell me how to fix this?
info:the animation was made with auto key feature in 3dsmax,is maybe that the problem?

A.K.A. djmaster

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heltor
17
Years of Service
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Joined: 3rd Oct 2007
Location: cyberspace
Posted: 15th Feb 2009 00:26
I sent you an e-mail

"Some cause happiness wherever they go; others whenever they go." ~Oscar Wilde~
djmaster
User Banned
Posted: 16th Feb 2009 15:54
anyone else got an idea what settings i should use?

A.K.A. djmaster
Programador hispano
18
Years of Service
User Offline
Joined: 11th Jul 2006
Location: Dallas, TX
Posted: 16th Feb 2009 20:57
e-mail bond1 really nice, he might help you, he uses 3d max also.

...........(o o)........
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djmaster
User Banned
Posted: 17th Feb 2009 10:04
yep i will

A.K.A. djmaster
Red Eye
16
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Joined: 15th Oct 2008
Location:
Posted: 17th Feb 2009 16:42
i dont understand one thing, how can the fpi know that it has to animated anim0 or anim1 or anim2 i dont understand that, could some one please help?


Red Eye - The Game: Work In Progress - W.I.P. Red Eye Productions
Dar13
17
Years of Service
User Offline
Joined: 12th May 2008
Location: Microsoft VisualStudio 2010 Professional
Posted: 17th Feb 2009 21:33
it's defined in the .fpe Red Eye. the fpe defines what frames anim0 or anim1 is and the .fpi file tells the engine which "anim" to play thus playing the frames defined in the .fpe. good enough explanation?

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