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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 01-24-2005, 02:09 PM   #1 (permalink)
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Default exporting max animation files into gmax

as the smart guy as i am, i animated a model in max, and thought that it would work fine. now i realize that to get them ingame they have to be converted into gmax, which is a bit tricky. the major problem is that 3ds files doesnt take bones as bones, but geometry, so a little tip on what programs one could get hold of to do this would be very helpful


btw, 3ds 6, since that usually is a problem
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Old 01-24-2005, 06:26 PM   #2 (permalink)
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Default Re: exporting max animation files into gmax

Quote:
Originally Posted by duke_Qa";p=&quot View Post
the major problem is that 3ds files doesnt take bones as bones, but geometry
This should not be an issue at all.The real problem is the type of motion controller on the object.

Have a look through the following link for some scripts that do the job. http://www.deezire.net/modules.php?n...port+animation
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Old 01-25-2005, 05:12 AM   #3 (permalink)
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Just use the BFF script : it allows cross MAX version exports and even to GMAX.
http://www.scriptspot.com/bobo/darkmoon/bff/
It is able to keep everything intact as you made it in the other version...
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Old 01-25-2005, 11:08 AM   #4 (permalink)
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hmm, the second one didnt work to well with ik-helpers.


the first one did work, however it isnt to kind with my mesh.

im not sure how to do this, but i believe that when importing to w3d, you only need the bones.
the question is, do i need to add the mesh for each animation, or can i just take one standard mesh and link it to the proper bones, and be done with it?
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Old 01-25-2005, 11:58 AM   #5 (permalink)
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When importing to w3d you only need the bones? What are you talking about. I would recommend using the bobo exprter, and if the bones are a problem, replace the IK Helpers you mentioned with little spheres, then when you export in GMax, simply uncheck the "export geometry" option. Thing is, that helpers etc should export properly with the bobo tool.
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Old 01-25-2005, 12:08 PM   #6 (permalink)
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i think it might have something with the constraints i put on the feet(for easier animation of the feet, so i won't have to watch that the feet are constantly standing flat on the ground...).

gonna check that out now...

nope wasnt that either, the problem is that after exporting, the leg bone(from the knee and down to the foot) jumps out from the foot, leaving the thigh in one direction and the feet in another direction, its a bit strange to say the least.

im gonna do some work and try to put in the points as bones and export that...


oh and one more thing, when the program converts the bones into points, it adds the sub_ to its name, and that most likely makes the names on my bones too long for w3d to import (16 char) :dead:

________________

blerg im in a bad modding mood tonite, i'll just remove the sub when its in gmax before the exporting...
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Old 01-26-2005, 09:32 PM   #7 (permalink)
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Quote:
Originally Posted by Flyby";p=&quot View Post
Just use the BFF script : it allows cross MAX version exports and even to GMAX.
http://www.scriptspot.com/bobo/darkmoon/bff/
It is able to keep everything intact as you made it in the other version...
Gmax doesnt have HI, HD or Spline IK among other things.

duke_qa, send your file to key0p at h0tmail and ill export it to .3ds for you.I havent gotten around to making a proper user freindly version of the script, and probably wont for a while.

As for renaming objects en masse, check out the "Rename Objects" tool under the tools menu in 3dmax.You can copy&paste the macro for this tool over to gmax as well.Or try using the w3d renaming tool in gmax.
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