3DS MAX Animation Export
by Mark Nosworthy · in Torque Game Engine Advanced · 03/23/2009 (11:59 am) · 2 replies
Hi i'm a newbie and hoping for some help.
Im having troubles exporting stuff from 3DS MAXv9 to Torque. I have been using DOIT and the DTS exporter to date with great results on single mesh models.
However, the problem is when I have a multi mesh “object”. E.g a door frame and a door, hinges, all consisting of a number of parts with animation. Of key importance is the retaining of the animatio, and I cant seem to export it as a whole with the animation, I just end up with the last object in the group heirachy being exported if it isn’t a single mesh.
If I export as a single mesh the animation is lost.
Can anyone point me to a solution, or suggest how I can export this as a single mesh yet retain the animation?
Hope this makes sense.
Im having troubles exporting stuff from 3DS MAXv9 to Torque. I have been using DOIT and the DTS exporter to date with great results on single mesh models.
However, the problem is when I have a multi mesh “object”. E.g a door frame and a door, hinges, all consisting of a number of parts with animation. Of key importance is the retaining of the animatio, and I cant seem to export it as a whole with the animation, I just end up with the last object in the group heirachy being exported if it isn’t a single mesh.
If I export as a single mesh the animation is lost.
Can anyone point me to a solution, or suggest how I can export this as a single mesh yet retain the animation?
Hope this makes sense.
About the author
#2
Don't attach but link.
Here are the rules here:
1. all linked meshes should be 'editable meshes'
2. each 'linked set of meshes' on a detail level needs every mesh to end in the same detail number(see image)
3. link the meshes and make sure the bounds encloses the top hierarchical mesh's transform
Here is the max 9 file: HERE
Image of door set in ShowtoolPro:
03/24/2009 (1:27 am)
Sure Mark, this is relatively simple.Don't attach but link.
Here are the rules here:
1. all linked meshes should be 'editable meshes'
2. each 'linked set of meshes' on a detail level needs every mesh to end in the same detail number(see image)
3. link the meshes and make sure the bounds encloses the top hierarchical mesh's transform
Here is the max 9 file: HERE Image of door set in ShowtoolPro:
Torque Owner Stephen Scott
Algitt Studios LLC
It will let you bring all of your objects together, as a single mesh and (you'll have to test it to see) it should hold any prebuilt animation you already have on it (unless it was skined)
So like a door moving, etc. That should work for.