Game Development Community

Biped or Skeleton in max ? And old version support

by Andy Hawkins · in Artist Corner · 06/27/2006 (4:05 pm) · 2 replies

I've been rigging the Max anims using bones, but is it better perhaps to rigg using the biped? Which is better supported by Torque exporters?

Also I'm using Max 7 - is there a way to make the max anims available for previous versions of max.

#1
06/27/2006 (4:11 pm)
Both Bones and Biped are supported pretty much equally so you wont find one with a technical benefit over the other, it really comes down to preference for what you can work with best and what you can do.

In regards to moving your data backwards, unfortunately there is no reliable method for this, though FBX and the BFF script have worked in a pinch in the past.
#2
06/27/2006 (5:05 pm)
Is there any considerations when working with FBX from Max to take note of, hierarchy design, names etc? I noticed when I have to set things up for Motionbuilder for example I have to name the bones, and rigg the mesh very specifically in Lightwave to work properly in Motionbuilder.

*thinks to himself* Actually I wonder if I can export from Lightwave via FBX to Max and retain the IK rigg????

Has anyone tried this???