Game Development Community

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.

#1
03/23/2009 (2:25 pm)
Have you tried "attach"ing them?

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.
#2
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

www.fragstudios.com/moo/uploads/hier_export.jpgHere is the max 9 file: HERE
Image of door set in ShowtoolPro: www.fragstudios.com/moo/uploads/door.jpg