|_Stiller_| Posted April 11, 2004 Share Posted April 11, 2004 hi, i build a small ship for 3 passangers. (3dsM@x6) i tried to make an animation like the xwing (both_wings_open,...) but it doesnt work. my ship is in peaces in game, and nothing want to move if i start or land. ( i added "reset Xform" to all meshes and did "collapes all"..., it diddnt help) so i tried to do it without the animation. ( rewighted everything to a bone what doesnt move in the animatin. every peace of the ship is there where it have to be, but the ship is in a wrong angle, the nose is looking up. everything els is working.. new sounds,weapons... . how can i get the animation work? have i to use a special skeleton? excuse, my english isn´t good eh. thx Stiller Link to comment Share on other sites More sharing options...
Duncan_10158 Posted April 14, 2004 Share Posted April 14, 2004 the question is how did you animate your vehicle? the first step is always to bring the vehicle in game without animation, so can can see that the ship looks right and the orientation is correct. in your case just rotate the vehicle in 3ds max so it will be correct in the game. for the animation, you have to construt a special bone structure. to just animate the meshed doesnt work. the skeleton have to be so it can do all the animations the vehicle you want to have. weight the vehicle meshes to this skeleton and the animate only the skeleton. the meshes will follow because they are weighted to the bones. the exporting and assimilate prozess workes the same as not animated vehicles, just the gla file is bigger. then you have to make sure the right line in animation.cfg file points to the starting frame and animation lenght of the animation in 3ds myx you made. of course i left out many details, but this is the main direction you have to follow. if you know how to import vehicles, animation is just one step more. btw, what XSI exporter for 3ds max 6 do you use? lot of people ask me this, would be nice if i could finaly point them to the right place Link to comment Share on other sites More sharing options...
|_Stiller_| Posted April 15, 2004 Author Share Posted April 15, 2004 This one i am using: Originally posted by 7th Jedi There's a working exporter here: The direct link for the export plugin is here: http://sourceforge.net/project/showfiles.php?group_id=40241&package_id=32639&release_id=205314 (Download the bin file) getting anything in-game. -- Originally posted by Duncan_10158 the question is how did you animate your vehicle? i build a skeleton with 19 bones (pelvis in the center/all bones weighted). the animations work in 3dsM@x, but not in game. i set the frames...20f/s. Root: XSISceeneRoot | B:modelroot - mesh_root | skeleton_root in assimilate i added the enums: both_wing_open/close,gears_open/close,root... for the anim.cfg i tock the x.wing one and changed the frames. Originally posted by Duncan_10158 for the animation, you have to construt a special bone structure. to just animate the meshed doesnt work. the skeleton have to be so it can do all the animations the vehicle you want to have. weight the vehicle meshes to this skeleton and the animate only the skeleton. the meshes will follow because they are weighted to the bones. [/b] so i dont need anny tags? and i can name the bones what i want, right? thx Stiller Link to comment Share on other sites More sharing options...
Duncan_10158 Posted April 15, 2004 Share Posted April 15, 2004 in assimilate you dont have to added any enums, use assimilate exactly the same way like the non-animated tutorials. you have to edit the animation.cfg file anyway so you dont have to do that in assimilate. i build a skeleton with 19 bones (pelvis in the center/all bones weighted). the animations work in 3dsM@x, but not in game. all bones weighted? you weight the meshes to the bones, not the bones itself, right? the bone structure is under pelvis and that is linked to skeleton_root, like you wrote. so i dont need anny tags? and i can name the bones of course you need the same tags as a non-animated vehicle but you dont need any other. and the bone names can be whatever, also to name the first bone pelvis is not ultimatly needed, i just suggest to keep one convention. Link to comment Share on other sites More sharing options...
|_Stiller_| Posted April 22, 2004 Author Share Posted April 22, 2004 thx is there a way to fix the model angle outside of 3dsm@x? for examle a cmd which i can add in the car-file, like angle x0 y0 z90 ?? Stiller Link to comment Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.