3dsmax .x animated particles

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Ryuujin
Posts: 1
Joined: Sun Nov 30, 2014 6:57 pm

3dsmax .x animated particles

Post by Ryuujin »

Hi, i am pretty new to irrlicht and, generaly in 3D programming.

Basically i understand particles generated inside program and it works perfect to me, but sometimes i need to import animated mesh from file (animated asteroid with geysers in my case) with animated particles.. and there problem begins.
I use 3dsmax 2015 with kw x-porter. Then i load .x file by getMesh() and addAnimatedMeshSceneNode() to display it. Simple animations marked by key's looks fine.. but every particle flow just does't exists!

I would really want's to know how to make it working correct, and will be very gratefull for any help ^.=.^'

P.S.
Sorry for my poor english. Ussualy i don't have to write anything in this laungage :\
The_Glitch
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Posts: 523
Joined: Tue Jan 15, 2013 6:36 pm

Re: 3dsmax .x animated particles

Post by The_Glitch »

I use 3ds max and DirectX format in Irrlicht also, I could help but to be honest I don't understand what you said at all.
All I got was your trying to animate asteroids in 3ds max and that's about it.
christianclavet
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Joined: Mon Apr 30, 2007 3:24 am
Location: Montreal, CANADA
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Re: 3dsmax .x animated particles

Post by christianclavet »

I'm not sure it will work. Particles should be baked somewhat. PFlow won't be exported as it is. The only thing that will export is meshes that are skinned. (if it is animated). So each particle will need to be skinned to a bone. Or another trick.
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