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.

FPSC Classic Scripts / 3D Max .x Model Won't Animate within FPSC

Author
Message
Tobias_Ripper
11
Years of Service
User Offline
Joined: 24th Mar 2013
Location: REPCONN inc.
Posted: 17th Jul 2013 17:46 Edited at: 17th Jul 2013 20:34
Add: I've searched the forum however some solutions have been privatized via further email communication.

Made a small model animation in 3Ds Max 2013 - Exported as a .x file. I used a native .X Model Viewer from the DirectX SDK package to view my model - the animation plays just fine.

These are the settings I use. Model .x file is in attachments

Main Script changed within FPSC Entity Editor:


FPI:


Isenstadt Studio: http://isenstadtstudio.com/
Composers Page: Milesthatch.com

Attachments

Login to view attachments
Tobias_Ripper
11
Years of Service
User Offline
Joined: 24th Mar 2013
Location: REPCONN inc.
Posted: 17th Jul 2013 22:40 Edited at: 17th Jul 2013 22:41
ADD: Actually as it appears, the animation is in fact present but extremely super slow and only playback a few frames of the exported 100 frame range.

PS: the animation is up to proper speed in DirectX Model Viewer

Isenstadt Studio: http://isenstadtstudio.com/
Composers Page: Milesthatch.com
bond1
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 18th Jul 2013 04:45 Edited at: 18th Jul 2013 04:50
If it's the correct speed in the directx model viewer, it means you've exported it using incorrect settings. For FPSC, the animation should look SUPER FAST in the SDK directx model viewer, like it's playing back in hyper fast motion.


Use the correct settings for exporting your model here: http://mjblosser.com/kw-x-port-for-3ds-max/

SPECS: Intel Corei7 3770k, Nvidia GTX680, 16GB RAM, Win7 Pro
kW-Xport for 3ds Max:http://mjblosser.com/kw-x-port-for-3ds-max/
Tobias_Ripper
11
Years of Service
User Offline
Joined: 24th Mar 2013
Location: REPCONN inc.
Posted: 18th Jul 2013 04:52 Edited at: 18th Jul 2013 04:53
Ah but that's the problem, only a 64 bit version of the plugin is provided. I am so close to getting models to work and yet there's one step that is inaccessible

Isenstadt Studio: http://isenstadtstudio.com/
Composers Page: Milesthatch.com
bond1
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 18th Jul 2013 04:54
What exporter are you using?

Are you on a 32 bit OS?

SPECS: Intel Corei7 3770k, Nvidia GTX680, 16GB RAM, Win7 Pro
kW-Xport for 3ds Max:http://mjblosser.com/kw-x-port-for-3ds-max/
Tobias_Ripper
11
Years of Service
User Offline
Joined: 24th Mar 2013
Location: REPCONN inc.
Posted: 18th Jul 2013 04:57 Edited at: 18th Jul 2013 05:00
32Bit yes - I found a commercial free plugin made on the web - Alin's DirectX Exporter Free.

Pandas not supporter on 2013 Max

Isenstadt Studio: http://isenstadtstudio.com/
Composers Page: Milesthatch.com
bond1
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 18th Jul 2013 05:01 Edited at: 18th Jul 2013 05:02
Ok, if I have time this weekend I will compile the exporter for 32 bit . I just figured no one was still using 32 bit anymore!

It will only work in Max 2013 however. Autodesk dropped support for 32 bit starting with Max 2014, which ONLY comes in a 64 bit version.

SPECS: Intel Corei7 3770k, Nvidia GTX680, 16GB RAM, Win7 Pro
kW-Xport for 3ds Max:http://mjblosser.com/kw-x-port-for-3ds-max/
Tobias_Ripper
11
Years of Service
User Offline
Joined: 24th Mar 2013
Location: REPCONN inc.
Posted: 18th Jul 2013 05:05
Huh, didn't know 32bit was already abandoned on commercial base. Ok well time to learn the power of 64bit.

Isenstadt Studio: http://isenstadtstudio.com/
Composers Page: Milesthatch.com
Tobias_Ripper
11
Years of Service
User Offline
Joined: 24th Mar 2013
Location: REPCONN inc.
Posted: 18th Jul 2013 05:31 Edited at: 19th Jul 2013 05:52
Worth separate post, thank you for trying to help with the code.

You know - no need to re-code, I'll just transfer to 64bit OS. Developers must follow new technologies, not otherwise

Isenstadt Studio: http://isenstadtstudio.com/
Composers Page: Milesthatch.com
bond1
19
Years of Service
User Offline
Joined: 27th Oct 2005
Location:
Posted: 21st Jul 2013 06:30
Well that's good, since looking at the Max 2014 SDK, Autodesk no longer provides the libraries to compile for 32 bit anymore. And I don't have access the 2013 version of the SDK, which is the last version of Max to support 32 bit.

So yeah, it's best to move to a 64 bit version of Windows and reap the benefits. The only reason to use a 32 bit version of Max nowadays is if you're using a version prior to Max 9.

SPECS: Intel Corei7 3770k, Nvidia GTX680, 16GB RAM, Win7 Pro
kW-Xport for 3ds Max:http://mjblosser.com/kw-x-port-for-3ds-max/
Tobias_Ripper
11
Years of Service
User Offline
Joined: 24th Mar 2013
Location: REPCONN inc.
Posted: 21st Jul 2013 18:06
Already re-installed a 64bit. Testing the Animations

Isenstadt Studio: http://isenstadtstudio.com/
Composers Page: Milesthatch.com
Tobias_Ripper
11
Years of Service
User Offline
Joined: 24th Mar 2013
Location: REPCONN inc.
Posted: 21st Jul 2013 22:59
IT WORKS!

- Get Windows 64 Bit
- Get Max 2013 64 Bit (PS -irrelevant THANK GOD for Maya mode)
- Make animations, use Bond 1 Export Plugin, works perfectly.

Isenstadt Studio: http://isenstadtstudio.com/
Composers Page: Milesthatch.com

Login to post a reply

Server time is: 2024-11-23 13:54:52
Your offset time is: 2024-11-23 13:54:52