How to animate without using bones
why MD2?
you can export vertex-animations (without bones) with .X and .3DS formats too (not sure about B3D, but that might be another option).
MD2 is practically useless in this day and age, unless you modify the loader/parser to explicitly remove the limitations (exporting outside the limits is still possible depending on how you're doing it)
well, maybe not completely useless, but I'd recommend moving on to bigger and better things
you can export vertex-animations (without bones) with .X and .3DS formats too (not sure about B3D, but that might be another option).
MD2 is practically useless in this day and age, unless you modify the loader/parser to explicitly remove the limitations (exporting outside the limits is still possible depending on how you're doing it)
well, maybe not completely useless, but I'd recommend moving on to bigger and better things
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I've got yet another problem now.
I have my mesh animated and textured in 3dmax but i can't find an exporter that supports .md2 files, i've download a plugin for 3dmax that doesn't work and some exporter programs but they don't work either. One of the was the quick 3d and the other one was the QME, none of them works.
Do you know how another program?
I have my mesh animated and textured in 3dmax but i can't find an exporter that supports .md2 files, i've download a plugin for 3dmax that doesn't work and some exporter programs but they don't work either. One of the was the quick 3d and the other one was the QME, none of them works.
Do you know how another program?
there was a Max-script available quite some years ago to export out to MD2, can't remember anything about it except I used to use it quite a lot(maybe 3 or so years have past since I last used it)
i'll have a dig around and see if i can find it, but don't rely on me finding it (chances are i've not got it anymore), google for it and see what you find
i'll have a dig around and see if i can find it, but don't rely on me finding it (chances are i've not got it anymore), google for it and see what you find
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Try using .X files (direct X format). The best. and most famous exporter of .x format is Panda's Direct X exporter. It works, and does its work well.
It seems you're quite new to 3dsmax animation. Well, first of all it isn't that hard, but it has it rules, know them, and you're done.
some tips.
First. Bones. You have them in 2 flavours: either bipped bones (human figures and such) and standard bones. If you are having troubles with bipped having too much bones, either use the original "bones" system MAX already has, or try going to figure mode in bipped, there you can use the sliders to adjust the amount of links you want for your bipped, to a certain extent. The other way is building an skeleton on your own. Documentation is your friend in this matter.
2nd bones setup and inverse kinematics (ik for short): bipped has already a system of IK done for its arms and legs, and the body reacts in such way that the poses it has are always kept in the same orientation. IK means that moving the last bone of a hirearchy may move the rest of the hirearchy, so, by simply moving the hand, the whole arm reacts correctly. In the bones system, on the other hand, you have an inverse kinematics solver called "IK Limb solver" (again, documentation here will help you greatly) So, you can set the limitations of a limb to use IK.
3rd skinning. It is not that hard, and can be easily achieved by simply paying attention to tutorials and such. There are many and very good. If you want a good tutorial, look for the "Joan of Arc tutorial" a great tutorial which covers the creation of a whole model, from concept to the final render.
And i hope this helps you! MD2 is an old format. while it works in irrlicht, it won't provide you really the flexibility and precision of the skinned meshes.
It seems you're quite new to 3dsmax animation. Well, first of all it isn't that hard, but it has it rules, know them, and you're done.
some tips.
First. Bones. You have them in 2 flavours: either bipped bones (human figures and such) and standard bones. If you are having troubles with bipped having too much bones, either use the original "bones" system MAX already has, or try going to figure mode in bipped, there you can use the sliders to adjust the amount of links you want for your bipped, to a certain extent. The other way is building an skeleton on your own. Documentation is your friend in this matter.
2nd bones setup and inverse kinematics (ik for short): bipped has already a system of IK done for its arms and legs, and the body reacts in such way that the poses it has are always kept in the same orientation. IK means that moving the last bone of a hirearchy may move the rest of the hirearchy, so, by simply moving the hand, the whole arm reacts correctly. In the bones system, on the other hand, you have an inverse kinematics solver called "IK Limb solver" (again, documentation here will help you greatly) So, you can set the limitations of a limb to use IK.
3rd skinning. It is not that hard, and can be easily achieved by simply paying attention to tutorials and such. There are many and very good. If you want a good tutorial, look for the "Joan of Arc tutorial" a great tutorial which covers the creation of a whole model, from concept to the final render.
And i hope this helps you! MD2 is an old format. while it works in irrlicht, it won't provide you really the flexibility and precision of the skinned meshes.
"There is nothing truly useless, it always serves as a bad example". Arthur A. Schmitt
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- Posts: 30
- Joined: Wed Sep 10, 2008 9:04 pm
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- Posts: 30
- Joined: Wed Sep 10, 2008 9:04 pm
Well i've a found a way to export the model but i don't know why when i export it the animation slows down a lot.
I'm using a program called fragMOTION, version 0.9.5. I import my model from the 3dmax as a .b3d and export as a .md2 from the fragMOTION. The problem is that when i export it it goes from 30 fps to 10 or less.
I also tried importing a md2 file i exported from the 3dmax using this patch:
http://www.sixwater.com.cn/downloads/md2export.zip
It exports all of the animation frames separately, so i join them in fragMOTION and try to re-export from there but i have the same problem.
This is a download link to the fragMOTION http://www.fragmosoft.com/fragMOTION/download/index.php
It's the free version but you still are able to do export/import everything.
I'm using a program called fragMOTION, version 0.9.5. I import my model from the 3dmax as a .b3d and export as a .md2 from the fragMOTION. The problem is that when i export it it goes from 30 fps to 10 or less.
I also tried importing a md2 file i exported from the 3dmax using this patch:
http://www.sixwater.com.cn/downloads/md2export.zip
It exports all of the animation frames separately, so i join them in fragMOTION and try to re-export from there but i have the same problem.
This is a download link to the fragMOTION http://www.fragmosoft.com/fragMOTION/download/index.php
It's the free version but you still are able to do export/import everything.