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3ds max[2010] correct bones export? #299356
11/23/09 11:31
11/23/09 11:31
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline OP
Serious User
darkinferno  Offline OP
Serious User

Joined: May 2009
Posts: 1,816
at my pc (duh)
After making a quick rig up for a character I tried a test export to see how it looked in MED (From 3DSMAX 2010). For some reason it won't export/import (not sure which end is messing up) any animation done with an IK Solver/Constraint. The actual bones/skinning are fine as is any FK rotation of the bones.

I've tried exporting as several FBX versions, from 2009 - 2005, and as an .ASE, is this a limitation with MED or is there a magical setting I'm overlooking when exporting?

Re: 3ds max[2010] correct bones export? [Re: darkinferno] #300416
12/02/09 11:24
12/02/09 11:24
Joined: May 2009
Posts: 1,816
at my pc (duh)
darkinferno Offline OP
Serious User
darkinferno  Offline OP
Serious User

Joined: May 2009
Posts: 1,816
at my pc (duh)
-bump-
noone has any ideas on working with rigs? will the limited weight features of comm be a problem?

Last edited by darkinferno; 12/02/09 11:29.
Re: 3ds max[2010] correct bones export? [Re: darkinferno] #300455
12/02/09 16:18
12/02/09 16:18
Joined: Apr 2009
Posts: 33
Germany
B
Bunsen Offline
Newbie
Bunsen  Offline
Newbie
B

Joined: Apr 2009
Posts: 33
Germany
A7 like most game engines cannot handle IK-rigs. If
you use a rig to animate your character, animations
must be burned into the native bones.
This procedure is either handled by the export
plugin (an export option like "convert IK to FK")
or you must do it by hand in front of the export.
Don't ask me how to do this in 3DSmax. But there
should be such a function.

Missing bone weights in the lower editions only
affects the skin smoothness during animation.
It looks more stiff or robotic compared to the
PRO edition. Unlike the engine, MED always supports
full bone weighting.


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