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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
10-07-2003, 01:43 PM
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#1 (permalink)
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Junior Member
Join Date: Oct 2003
Posts: 28
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a problerm with gmax export (noob-question, propably)
i made a model of a zeus-mech, and spend about an hour to get a halfway decent walking animation(this is my first walking animation ever) anyway, once i was done, i took the zeus and exported it as a w3d file "hirachical model with animation".
when i wanted to view the animation in the wd3 viewer, the bones started walking all right, but the actual model didn't! the sceleton is walking, but the mech isn't :dead:
does anyone have an idea what wnt wrong here? i suppose that i mis-selected one of the dozens of options(of which i didn't really figure what they're good for) in the export menu, but i'm a total noob, this is my first atempt to get a model more or less ingame :tard:
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10-07-2003, 02:14 PM
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#2 (permalink)
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Senior Member
Join Date: Jul 2003
Location: USA
Posts: 442
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hmm.. I don't think your prob is with exporting. It sounds like there's a problem with your animation. Can anyone else help?
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10-07-2003, 05:07 PM
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#3 (permalink)
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Junior Member
Join Date: Aug 2003
Posts: 1
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Ok, I think you didn't rig your model properly (attach the model to the bones), try checking the help for rigging or try searching the internet for character rigging. There that should help 
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10-07-2003, 08:42 PM
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#4 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 1,087
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A mech doesnt really need to be WWSkinned, just make the sections of the mesh the bones themselves.
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10-08-2003, 07:01 AM
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#5 (permalink)
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Junior Member
Join Date: Oct 2003
Posts: 28
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the animation was fine in gamx, there the mesh moved with the bones, it just didn't work in the w3d viewer any more.
@ key0p: how do i make the sections of the mech to work as bones?
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10-08-2003, 07:41 PM
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#6 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 1,087
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Just break it up into different pieces: hips, torso, thigh calf/foot, ect.Basically, any part of the model that moves independantly, separate and make its own piece.When you export it as w3d anything that has "export transform" checked will be a bone.Just make sure "export geometry" is checked as well.
If the pivot points are not in the correct place when you separate the pieces, jsut go to heirachy option(on the right) and select "effect pivot only" and arrange the pivots for the objects.
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10-09-2003, 09:28 AM
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#7 (permalink)
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Junior Member
Join Date: Oct 2003
Posts: 28
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thanks, i'll try that
i couldn't find "export geometry" and export transform in the export options in gmax. or am i totally missing something here? :scared:
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10-09-2003, 07:18 PM
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#8 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 1,087
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W3D Tools....click on the little hammer in the top right, next to create object etc.Select the W3D Tools tab, and W3D Export Setting should be the first thing that appears underneath.
If you decide to do this you will have to redo your animaion, but i find it makes it a fair bit easier.
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10-10-2003, 07:32 AM
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#9 (permalink)
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Junior Member
Join Date: Oct 2003
Posts: 28
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just a fewe more questions:now that i have the required options checked, do i export the model as hirachical model with or without animation?
and do i add the animation in gmax or where?
(this is propably blaringly obvious, but this is my first attempt at that)
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10-10-2003, 08:02 AM
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#10 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 1,087
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Export the model and animations separately.It will need to be properly defined in the ini file to perfom the animation in-game.
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