3dmax 7 : seing up DTS to use an IFL ?
by Browser_ice · in Torque Game Engine · 11/08/2007 (10:18 pm) · 1 replies
I have a DTS that I created with 3dmax 7. I just discovered that I have to add a DTS Sequence object. I added it but then exporting it tells me I have to create Start and End keyframes.
I know how to create keyframes in the Track View but one 3dmax frame = how long in TGE 1.5.* ?
My IFL has 4 images.
I created a Keyframe at frame=0 and another at frame=3.
I told the Sequence Helper to use IFL in the export. I do not know what to do for all the other options ???
I tried exporting it but it says again it needs a start and end keyframe.
How do I setup my DTS to use and export with an IFL file ?
I know how to create keyframes in the Track View but one 3dmax frame = how long in TGE 1.5.* ?
My IFL has 4 images.
I created a Keyframe at frame=0 and another at frame=3.
I told the Sequence Helper to use IFL in the export. I do not know what to do for all the other options ???
I tried exporting it but it says again it needs a start and end keyframe.
How do I setup my DTS to use and export with an IFL file ?
Torque Owner Thak
You need to put the start and end keyframes on the sequence dummy in the *trackview in the !begin/end! track of the sequence dummy*.
That basically just tells the exporter which frames to analyze on export.
max to torque frames are irrelevant. Its actually the time that gets used. if you have a 1 second animation at 30fps in max the exporter will export it at 15fps and set its playspeed to be 1 second too. The sequence helper has properties for that you can override speeds and change fps. However I would advise agains that. Its easiest to set max to 15fps and you will know exactly what frames get used by the exporter.
Ifls are independent of the settings since you can specify the playlenghth per frame in the ifl file. So if you have exported a 1 second animation from max you get 15fps before it loops back or stops.
in the ifl file you then can tell it what to play:
image1 1
image2 1
image3 1
thats 1 "frame" to play each image so those 3 will loop 5 times inside that 15 frame animation.
alternatively
image1 5
image2 5
image3 5
will play slower, each image is held for 5 frames, therefore these 3 will constitite the 1 second available in the animation.
Hope this helps
Cheers