Depending on your Program you need to make sure it exports the limbs inside the same x file.
when exporting from direct x sometimes it collapses the mesh down to one.
this is most annoying... you can see it if u re import it ir apply the limb detection function lee made for me when i was trying to solve a problem with tiered limbs
this saves your sanity and monitor
REM USAGE IN MAIN
set cursor 0,10
showlimbhierarchy(1,0)
REM FUNCTION
function showlimbhierarchy(limb,sp)
print space$(sp);limb-1;" ";checklist string$(limb)
chd=checklist value d(limb) : if chd>0 then showlimbhierarchy(1+chd,sp+1)
syb=checklist value c(limb) : if syb>0 then showlimbhierarchy(1+syb,sp)
endfunction
3dcanvas 6 seems to keep the limbs seperate when exporting to x
each object you make seperate in your model is basically a limb.
You need to make sure each name of the folder and mesh name of each object has a unique name.
keep in mind the offset and center point also of an object.
Ill upload a crappy windmill model also as a template.
rem ------------------------------------------------------------
rem Internal Animation with static prefabbed models and limbs
rem indi
rem 3/18/2003
rem
rem DBC 113 command safe
rem
rem your model might behave differently regarding the centrepoint
rem and some internal rotatiton regarding limbs in your model
rem DBP 4.x command safe
rem
rem if you are using patches keep in mind the limb order is
rem reversed and out by one in some patch upgrades around 4.4
rem ------------------------------------------------------------
sync on
sync rate 60
rem enter your model name here and place the model
rem in the same folder as this source code
modelname$ = "mymodelsname.x"
modelnumber = 1
rem this limb number is the limb u want to affect
rem I made it one to start with because if i set this
rem as a defualt of say 5 and a model didnt have
rem 5 limbs then it would crash
rem once u have seen or know how many limbs are in your model
rem then change the number to suit the limb u want to rotate.
limbnumber = 1
load object modelname$,modelnumber
position object modelnumber,0,0,0
rem finds out how many limbs are in the model
rem if u get a one then your model might only be one
rem mesh/limb/object and has been collapsed by your
rem current 3d packages export options
Perform Checklist for object limbs modelnumber
total=checklist quantity()
rem increase the camera height & distance if your model is large
position camera 0,10,-10
point camera 0,0,0
rem this is a fancy do loop that quits the program safely
rem by deleting the object and overriding the normal
rem DB escape method
disable escapekey
while escapekey()=0
if total =1
rem remark any combinations of these or change the +positive to -negative
`x = wrapvalue(x)+1
y = wrapvalue(y)+1
`z = wrapvalue(z)+1
rotate limb modelnumber,limbnumber,x,y,z
else
text 10,10,"this model has only one mesh and might be a collapsed mesh"
endif
rem shows the output of total limbs for this model
text 10,10,"limbs"+STR$(total)
sync
endwhile
delete object modelnumber
end