Game Development Community

Animating in 3ds max help

by Marc-Andre Parizeau · in Artist Corner · 11/04/2009 (10:25 pm) · 1 replies

Hi to all,

Newby question here...

I'm trying to find a complete tutorial from A to Z on animating for TGEA. But those that I've come across are missing a lot of information.

Now here's what I've figured out and I need your help on telling me if I'm on the right path or not.

I'need to make sure that my mesh is skinned.
I'need to keep my bounding box, eye, cam and mount.

Am I correct? if not, is there a tutorial that can point me in the right direction please?

Also, when I export, I get a message "missing information". Can someone tell me or point to a good tutorial to export using DTS export utility.

Thanks,

#1
12/10/2009 (2:21 am)
"I'need to make sure that my mesh is skinned.
I'need to keep my bounding box, eye, cam and mount."

**Your mesh does not need to have a skin if it is not going to be rigged and animated. You must have a "bounds" box. The eye, cam, mount are optional.



This is a great place to start out for DTS.
http://www.torquepowered.com/documentation/artist

Here is another link to that part:
http://docs.torquepowered.com/artist/official/3D%20Studio%20Max/Simple%20Shape.html



Google your questions, there are lots of resources.
http://www.luma.co.za/labs/tutorials/torque_pipeline/Luma%20Max%20to%20DTS%20Guide.pdf

http://blog.cunnington.co.za/2009/01/09/setup-for-a-complex-character-in-torque-part-1-of-2/

Also try youtube.

Happy learning! :D