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| Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here. |
06-30-2004, 11:18 AM
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#1 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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Importing animations
Is there a way to import the animations of a w3d into gmax? I'm trying to replicate the "waving flag" animation from several buildings, but it's very hard to do without a proper example. So does anyone know an importer that can do this (and also imports things without turning all models confetti-coloured)?
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06-30-2004, 11:40 AM
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#2 (permalink)
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Senior Member
Join Date: Aug 2003
Location: UK
Posts: 704
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Coolfile made an animation importer, search for it..
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06-30-2004, 12:18 PM
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#4 (permalink)
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Senior Member
Join Date: Feb 2004
Location: China
Posts: 356
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now I am making a integrated w3d importer. the core script is done and the user interface is in progress.
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06-30-2004, 12:28 PM
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#5 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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It works a bit different from the one I used to have, which you ran and then a few new options appeared below the run script option, but I suppose that's the interface you meant. Anyway, this one does work better than the old one, so fair play to you! 
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06-30-2004, 02:27 PM
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#6 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 1,087
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Works better? It imports the transitions flawlessly as far as Ive seen 
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06-30-2004, 02:34 PM
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#7 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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Yeah but it still messes up the colours. Not sure if it's even possible to get those right, but a "perfect" importer should do that right too IMO.
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06-30-2004, 02:49 PM
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#8 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 1,087
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colours? are you talking about mesh colours? Why is that important to you?
Anyway, when you use the aniamtion importer, it doesnt import any geometry at all, you already have that in the scene, an animation is not an object or a colour 
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06-30-2004, 02:53 PM
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#9 (permalink)
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Senior Member
Join Date: May 2003
Location: Eindhoven, Netherlands
Posts: 2,278
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Hey I'm just a beginner at this...  So how do you attach the animation to the geometry then?
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06-30-2004, 08:43 PM
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#10 (permalink)
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Senior Member
Join Date: Aug 2003
Posts: 1,087
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The geometry needs to have the same names as the bones in the animation file, then when you import it creates keys on the geometry
Coolfile has packaged the aniamtion importer with a material importer, but in essence they are two separate scripts.
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