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animating models imported from 3d max? #259173
04/04/09 14:41
04/04/09 14:41
Joined: Dec 2008
Posts: 19
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number_one Offline OP
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number_one  Offline OP
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Joined: Dec 2008
Posts: 19
I have imported several models from 3d max into model editor, importing it together with pretty much every option available.

However, using the same script that worked with the models that came with the template (ent_animate(me,"walk",my.animpercent,ANM_CYCLE);), I was unable to get the imported models to animate. In addition, the orientation of the model was wrong (face facing the sides). How do I correct both of this problems? Is there anything else I need to import together with the models such that it is animateable?

Re: animating models imported from 3d max? [Re: number_one] #259178
04/04/09 16:12
04/04/09 16:12
Joined: May 2008
Posts: 331
Lithuania, Vilnius
Jaxas Offline
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Jaxas  Offline
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Joined: May 2008
Posts: 331
Lithuania, Vilnius
in max export to fbx not 3ds smile


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Re: animating models imported from 3d max? [Re: Jaxas] #259182
04/04/09 16:49
04/04/09 16:49
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
Quad Offline
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Quad  Offline
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Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey


3333333333
Re: animating models imported from 3d max? [Re: Quad] #259255
04/05/09 02:07
04/05/09 02:07
Joined: Dec 2008
Posts: 19
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number_one Offline OP
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number_one  Offline OP
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Hmmm..

Just tried those out(exporting it as FBX200611 and importing to MED), in MED, I do see my animations. However, in engine preview, my model just stands still and does not animate. Same results when I put it into my level.

I used bones for my animation in 3dsmax.

My MED version is 6.9, if that helps.

Re: animating models imported from 3d max? [Re: number_one] #259272
04/05/09 08:06
04/05/09 08:06
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
Quad Offline
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Quad  Offline
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Posts: 5,211
İstanbul, Turkey
name your animation frames properly, (walk run etc.)


3333333333
Re: animating models imported from 3d max? [Re: Quad] #259300
04/05/09 11:03
04/05/09 11:03
Joined: Feb 2008
Posts: 69
Australia
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MegaMarioDeluxe Offline
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MegaMarioDeluxe  Offline
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Australia
It's either that, or you may need to have to remake the animations in MED as FBX does export bones and such. I've had that latter issue before.


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Regular 3D Game Studio User
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Re: animating models imported from 3d max? [Re: MegaMarioDeluxe] #259316
04/05/09 12:42
04/05/09 12:42
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
Quad Offline
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Quad  Offline
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Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
FBX does exports bones.


3333333333
Re: animating models imported from 3d max? [Re: Quad] #259319
04/05/09 13:14
04/05/09 13:14
Joined: Dec 2008
Posts: 19
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number_one Offline OP
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number_one  Offline OP
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Posts: 19
Well, the problem seems to be partially solved now. Apparently, importing it and saving it as MDL5 file allowed it to animate, both in engine preview and when I run my script. How strange.

But somehow, my animations became odd after importing (limbs not moving), though this seems to be expected, judging by the youtube video above.

I guess this case is pretty much closed now, but I won't mind an explanation of what really happened and why MDL5 instead of MDL7 mattered. And of course, any tips to not let my animation go wrong through the exporting and importing process( I would really apprciate this, have quite a couple of models to import over).

Anyway, thanks!


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