succeeded with panda (not Pandora
![Wink ;)](./images/smilies/icon_wink.gif)
A thought crossed my mind (a weird phenomena)
It could happen like in other tools happened before...
there's no keyframe/animation in boite.x example...
that's why skinned mesh seems to crash.
Ok. Still some probs with timing. With max ticks it gets quite more slow, but heh.Though this is stuff surely easier to handle for you coders later. As is text, sure is a matter of setting the fps number or something. A minor problem.
I noticed weird deformation (added skin and bones, have not checked cstudio yet) , but solved putting mtris keys or sumthin...
I'll put ALL the setting bellow, as the only purpose here is make your code work with this...
does not means are ideal values. Are just ones that make it work, at least for now skin and bones (hehe, say goodbye to biped...nah, dont worry, i'll try to solve that also...) So, copy this list and paste somewhere else...
I export directly to tiny.x, for not loosing time, at its folder...
-mesh definition - yes
-optimize. dunno. i have tested with yes and no...works all the way...it seems. Dunno if optimize the mesh, or the keyframe number or...
-materials - yep. And I report it seem to load them ok, attached, uvs correct. Though that dark textures and my dark monitor don't let me see it well...
- Include animation YES. (oops , now that i see.. it said requires frames. Maybe it meant, if not, I will crash MS skinviewer...
![Wink ;)](./images/smilies/icon_wink.gif)
- Bones YES
- geometric, yes
-dummy, yes (maybe later it can be used for collision, damage areas?)
- mesh normals yes (imho this one is iportant..)
- mapping coordinates yes.
- flip normals NO
- vertex colors . No. (for now..havent tested yes, though)
** Animation tab **
- MATRIX KEYS (dunno why , putting no here, would deform uglily th ebox...a pair of vertex have 0.5 weights...but the others should not deform. When I set MATRIX KEYS yes, the problem disappear. Note that it could be killing partial weights. A box is not enough to test this. I don't know what Matrix are, apart from a film...
![Wink ;)](./images/smilies/icon_wink.gif)
- 3ds max ticks. Is said to add much more keys, so much more memory. With "keyframes" instead of ticks, it goes to quick, but though surely is the way to go..dunno...if memory is not eaten with lots of frames but is eaten with lots of keyframes...then your battle is add lots of frames as they will smooth all between keyframes, and minimize the keyframe number. Surely this can be done by code. So I don't see much of a problem. More a thing to polish with some trial and error.
- ok, seems all problem was having no animation in it...as the "include Animation Options" can also be used(marked). And quite better as spline interpolation is way smoother than linear. I think Niko added support to it.
dunno what "closed" refers to, but I set closed.
- animation sampling rate. No idea. And seems is not the fps. I tell you, I am quite new to this plugin...I leave it at 30.
** texture options **
- texture conversion (I put "none")
- scale texture NO.
- use full path name NO.
** x file settings. **
- DX filetype: "TEXT"
- DX frame: "TOP FRAME" Only (found in google an article of a guy recommending so.)
- Coordinate system : "left handed" (marked, YES.)
OK, I think I wrote all well...
That's all for now...you should have it working...
I'll see now if find a trick to use also biped...not only Max standard bones...