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3 Dimensional Chat / got a problem to get animated 3ds files from 3dsmax to darkbasic

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Glog
21
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Joined: 1st Jun 2004
Location: between compiling and debugging process
Posted: 13th Jun 2004 19:42
i made a animated character with character studio in 3dsmax
then i tryed to export the anim in a 3ds file that could be used in darkbasic.

the result is that 3dsmax doesnt seems to export all the keyframes in the 3ds file , because when i look for the animation in various model viewer , there is no animation stored in the 3ds file

so how to export animation in 3ds format with 3dstudio max ???

or

does anybody knows a direcX .X exporter for 3dsmax that would export all the animation stuff ????????????

please help ! i'm really stucked since 4 days !!

A program is sensed to be a conventional mean to give orders to a computer and not being obscure,weird,and full of traps ,that is closer to magic stuff (Dave Small).
sgtmay
21
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Joined: 5th Jun 2004
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Posted: 13th Jun 2004 19:54
Are you animating the mesh or are you animating the bones for the mesh?

You have to use animation bones to make meshes move properly in most viewers and games.

If you are using a human mesh are you using a spacewarp modifier to attach the vertices to each animation bone?

Are you exporting or just saving the model?......if you are exporting it make sure to export it as a hirearcheal animated model.

3D modeler for C&C Source
www.cnc-source.com
Glog
21
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Joined: 1st Jun 2004
Location: between compiling and debugging process
Posted: 13th Jun 2004 21:03
i use c studio bones with physique modifier to export all in panda X exporter
do i need to attach each vertex with a spacewarp to the biped ???!!??
how to make a hierarchy with biped stuff ?? do i need to link the biped to the mesh or something like that??
i export all the stuff in x with panda x exporter for max 5
excuse me to ask u again but what parameters would i use in panda x exporter to export animation and textures ?

A program is sensed to be a conventional mean to give orders to a computer and not being obscure,weird,and full of traps ,that is closer to magic stuff (Dave Small).
sgtmay
21
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Joined: 5th Jun 2004
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Posted: 14th Jun 2004 00:00
I missunderstood you
I thought you were using 3dstudio max for your modeling program.

I'm sure that the .3ds export from any modeling software should be relatively close to the same......there should be an [export animation] option in the export menu when you go to export.

The spacewarp modifier is used for any single mesh that you want to animate externally by use of a skelatal animation library as opposed to animating each individual character one by one.

You can create a single animation skeleton and then use that skeleton as the base for all your character animations by using the same skeleton in it's base pose and then merging each character's physical mesh into the skeleton one at a time and then using the spacewarp modifier to attach the vertices near each animation bone to that bone.

It's a pretty time consuming method but in the long run it will save you tons of animation time.

If you are using character meshes that are made up of several objects you will not need to use the spacewarp modifier but the drawback is a less life like character.

sorry if i havent helped....i havent really used any other modeling software but gmax.

3D modeler for C&C Source
www.cnc-source.com
Glog
21
Years of Service
User Offline
Joined: 1st Jun 2004
Location: between compiling and debugging process
Posted: 14th Jun 2004 22:48
well , nice it was to try ....

A program is sensed to be a conventional mean to give orders to a computer and not being obscure,weird,and full of traps ,that is closer to magic stuff (Dave Small).

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