well... i personally know of 2 ways
First in Max open a new MaxScript
now copy this ->
utility savesequence "GuyS DarkBASIC Sequence Export"
(
local savefilename
--edittext filename "Base filename:"
label l2 "written by Guy Savoie"
spinner start "Start Frame:" type:#integer range:[0,1000,animationrange.start]
spinner end "End Frame:" type:#integer range:[0,1000,1] --animationrange.end]
spinner outstart "Output from:" type:#integer range:[0,1000,animationrange.start]
--button pickdir "Select Output File"
button saveit "Save 3DS Sequence"
on saveit pressed do
(
animbuttonstate = true
savefilename = getsavefilename types:"3DS(*.3ds)|*.3ds"
if (savefilename != undefined) then
(
for f = start.value to end.value do
(
slidertime = f
curfilename = (getfilenamepath savefilename) + (substring (getfilenamefile savefilename) 1 6)
framenum = f as string
curfilename = curfilename + framenum +".3ds"
print curfilename
exportfile curfilename #noprompt
)
)
)
)
this will export every frame of animation as a 3ds file...
simply delete so your left with the keyframes, then you can use memblocks to deform them.
I'll go into a deeper tutorial on my site a little later tonight (developing from scratch right now), but i'll make a new FGM compiler and Importer
Skeletal Animation is very tricky and really will need to be format based as each format has a different way of making skeletons...
Holy jumping mother of god NOOOO!!!...![](http://members.lycos.co.uk/TimeSaga/smile/wack.gif)