hi, i have 3dmax 8 and 5. I have a char that i made with the 3dstudio and y have 3 animations in the .max file, the idle, run and jump.
idk how to export it so i can use it with irlicht.
I have sn the tutorial, but in there they use .md2 files. I can only export to 3ds.
i have use some *.X plugins for 3d max but they allways crash (?? idk why)
i dont know how to do this, is a simple thing but why is so difficult. the only thing i need is "how to make an animated model in 3dmax and use it in irrlicht" thats all... why is so dificult to find an exporter..
Last edited by bandinopla on Sat Dec 02, 2006 9:44 pm, edited 3 times in total.
i was using biped to anim the char but using key frame animation to move the parts, the arms... etc... like in the x frame i change the position of the arm... and so on. is that keyframe right? i use the biped as bones.
If I am not mistaken, since Biped is a Character Studio-specific thing, they will turn into meshes when they are exported to *.X
If you use Biped, the easiest workflow (albiet awkward) is to export it to *.fbx, then reset Max, and import the *.fbx you just created. This process should convert the Biped to "real" bones."
Then you can export to an *.X file.
If it doesn't work in Irrlicht at that point, open it with the DirectX MeshViewer that comes with the DX SDK, if it works there, then you can save it from there and it should work in Irrlicht OK.
How are you skinning your mesh? Physique or Skin modofoer? I never tried with the newer "Skin", so I don't know how well it works, but the Physique modifier is known to work fine.
And yeah, using keyframes is correct, or mocap or a combination.
I still think that someone ought to just write a loader for *.fbx, but maybe that is just me.
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i have the panda3d plugin for max to export *.X and another plugin i dont remember the name (knW or something) and the 2 crash when i try to export.
i have do the .fbx thing and when i export to .x the plugin alert me of a export module failure or somthing, the 2 plugins make the same thing...
can some1 attach a zip with a simple tutorial on how to export an animation from 3dmax to irrlich? coz this plugins i have to work wiht .x files are failing.
i even use an example from the panda3d plugin to test and that fails too!
With Panda, I have never had a problem of a crash during export. Is it giving you any message, or just the "Max is gonna crash now" error?
Panda exporter will work, it is just a matter of settings.
Search around for all of the proper settings for the Panda exporter.
You may also want to post what settings you are using, or alternately maybe you could post your file, in case it is something else.
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I love deadlines. I like the whooshing sound they make as they fly by. -D.Adams
I'v tried and it works fine even if i directly export the biped out of max.
One think i'v noticed if that irrlicht hides any bones (even if they are objects) so it will hide the biped mesh when you import it into irrlicht.
(Tested with Irrlicht Mesh viewer)
[Off-topic?]
WHy doesn't irrlicht have a .mdl laoder yet.
To me it's one of the best formats out there cuz it has animation,sub models, bit boxes...
And it's one of the mostly used formats in free game engines (AFAIK).
Other thing: Without hit boxes how do you guys check for a head shot and other area hits?
I use Panda with Max 8. Works fine. I hide the bones before exporting - but that's just a personal preference. I use a standard biped model in Character Studio under my skin.
Imports fine and animates fine in Irrlicht.
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belfegor wrote:Could you send me your model so i can see if it fails at my PC.
How many polys does your model have?
I got the same error if model have to many polys.
No you dont need DX_SDK for exporter to run.
OK i got your model and ill try it but ill need 2-3 days(this isnt my PC that i am using for internet) stay tuned.And here is (bitplanes) "MView" link: