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3 Dimensional Chat / Clothe exporting for fighting game

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jbfreeze
21
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Joined: 29th Aug 2002
Location: Unflooded Area
Posted: 9th Jan 2003 22:31
Hey
i have a question for all you 3d gurus here
i am making a very hot fighting game in 3d max4 and am basically finished modelling the characters i am making a fighting game and will be using flowing clothes
i just learned how to animate clothe like effects using the flex modifier but when ever i export it to any file format into 3d exploration the animated object doesnt move


can you help me please
hexGEAR
21
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Joined: 3rd Nov 2002
Location: Naytonia
Posted: 9th Jan 2003 23:41
hmm, had the same problem, i created a water plane in 3dsmax and animated the wavey and rippling fx, after exporting the object with the animations into both .3ds and .x formats and loading them into dark basic, none of them moved when i animated it, i guess animation in dark basic refers to individual object movement rather than object vertices/faces ect movements. I think dark basic pro can do it though! I gues viewing your animated object on a 3d explorations program would have the same effect.

your birth was a blessing, sent to live and die on earth as a lesson, we each have a star all you have to do is find it, once you do, everyone who sees it will be blinded - DMX
Lancewrath
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Joined: 30th Dec 2002
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Posted: 13th Jan 2003 06:17
Ya i had the same problem..in fact i used like 10 other convertors and still ran into the same problem. I have a way you can use your 3ds file without having to convert it to x and it still works just as good..
go here
http://darkedit.nmisoftware.com/meshdef.html

if you have any problems figuring out how to animate the model just post and ill help ya.. also after you do the maxscript part on here..and it exports the frames.. you might wanna load each frame up and delete the bones cause they have a habit of popping out of the model in DB

if god = infinity and infinity = 0 then god = 0
Fluffy Paul
21
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Joined: 16th Dec 2002
Location: United Kingdom
Posted: 16th Jan 2003 15:26
Yeah, but infinity isn't 0, is it? It's a bit bigger than that.
Boegiboe
21
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Joined: 9th Dec 2002
Location: United Kingdom
Posted: 16th Jan 2003 19:43
I'm pretty sure that DB will only accept transitions/translations (can't remember the actual term) from 3ds Max. I.e. if you rotate, move or scale the object during the animation. Any such modifers you apply which may affect the numer of polygons will not carry over to DB....I think. Is just like bones...they don't seem to port over when you animate a model using bones instead of moving each limb separately.......but I'm using DB 1.13 so could be different with Pro?

If we could strike, I guarantee you there would be martial law.
http://www32.brinkster.com/boegiboe
Disco Stu
21
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Joined: 22nd Nov 2002
Location: Australia
Posted: 17th Jan 2003 10:43
DB is definately different to DBPRO. I'm not sure about PRO because I don't use it, but there's no way you can get a mesh deformations animted in other porgrams working in DB 1.13, so for water and the like you'd be better off making a matrix and animating the points in DB. But again it could be possible in pro.
Sorry if you all already know this.
Sina.

"Maybe if you ain't so good, I ain't so bad."--Tony Manero to Stephanie (Karen Lynn Gorney)
Boegiboe
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Location: United Kingdom
Posted: 17th Jan 2003 16:21
I had a vague idea after wasting several hours trying!

If we could strike, I guarantee you there would be martial law.
http://www32.brinkster.com/boegiboe
Shoba
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Joined: 17th Jan 2003
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Posted: 20th Jan 2003 22:30
.3DS was a format for the old 3D Studio 4.0 under dos as far as I remember. And since the old 3d studio under dos did not have anything similar to space warps or modifiers i suppose they simply dont save this data.

Sarcasm - for what profite is it for man if he gains the world and looses his own soul

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