how to export an animated 3d model?

Post your questions, suggestions and experiences regarding to Image manipulation, 3d modeling and level editing for the Irrlicht engine here.
killerjacky
Posts: 13
Joined: Sat Jan 26, 2008 9:05 am

Post by killerjacky »

hybrid wrote:You will also have to upload the max key for me :wink: Well, just play around with your exporters and double-check also with other tools. Once you're sure that you have an animated mesh which can be loaded by Irrlicht put that one up.
key?
I dont quite understand, do I have some misunderstood with the concept on 3ds max animation making? What should I be sure with an animated mesh? Isn't it just simply that I have keyframes and when you press the triangular "play" button, it moves, then it is an animated mesh, isn't it?
Or I just dont really know about the definition of animated mesh........
please help me this, I got confused. :cry:
vermeer
Posts: 2017
Joined: Wed Jan 21, 2004 3:22 pm
Contact:

Post by vermeer »

it was a bit of sense of humor

he means Max is a bit expensive to have an installed copy in everymachine.. ;)

You need Panda exporter for x in max, you need to set a pair of keyframes, and you need to put well the settings. Back in the times Irrlicht forums where in their beguinings almost, when the jurasic beasts where still in earth, I did a long thread explaining all that. But hard to find that thread, and from max6 to max9 or 2008, lots of changes maybe.

You may wish to switch to b3d format, but if not, x should work.


just seen your mesh. Is definitely something wrong with how you did the anim. beware x format does not port every Max feature, just usual rotations and traslations of bones, which must have been not simply asigned, but also weighted the vertices to them... That is, after doing your keleton, apply an skin modifier to your mesh, and choose those bones from the list..then tweak the weights...then do some bones animation keyframes. then export as x. preferrably with SRT setting on in the panda exporter...(andmany more settings well set)

but your x format doesnt move in other veiwers. Something wrong.
Finally making games again!
http://www.konekogames.com
killerjacky
Posts: 13
Joined: Sat Jan 26, 2008 9:05 am

Post by killerjacky »

is me again :cry:
a have my mesh exported correctly with animation now
but when i try to export a mesh with more than one bone chain (or more than one biped), it does not export correctly
is there some way to make a few bone chains into one with lots of branches?
Post Reply