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Problem Exporting Animation From 3ds Max 8

Posted: Sat Apr 21, 2007 3:57 pm
by d_unique
Hi all,

Have been trying to export a simple box with its keyframe animation from 3ds max, but to no avail. This is my process:

-create box - convert to poly - apply physique modifier - select and link the two bones - create 10 keyframe animation.

The vertices are green as stated they should be in the FAQ.

I have tried exporting the scene and `as selected` methods using these formats: 3ds, FBX and Obj. They go into milkshape fine but there are these problems:
- the animation isnt working
- which i think is due to the bones not being considered as joints (is this right?)

Anyway all i`d like to do is at least get the animation from 3ds max to milkshape correctly. Then, once i can verify the animations in milkshape, i`ll try and export the .bdy and .mot files. I`ve already gotten a simple box with texture into the actorviewer.

Help would be much appreciated as i`m really stuck on something that should be simple enough.

Basically i`m trying to get this character called Mort into the engine but cant export the animation.

Posted: Sun Apr 22, 2007 12:32 am
by darksmaster923
he looks too high poly.
basically i just did my anims in milkshape.

Posted: Sun Apr 22, 2007 1:00 am
by d_unique
hes about 7500 polys i think, thats not the problem - i cant get animations of a box, from 3ds max to milkshape. The character works fine in the character viewer :wink:

Posted: Sun Apr 22, 2007 2:24 am
by darksmaster923
7500 is way too much.
i dont think 3ds max has an animation exporter.

Posted: Sun Apr 22, 2007 2:31 am
by psYco
well, im afraid ive never tried moving animations from 3DS to milky. Firstly though let me say great looking model, but now im afraid i must say that 7500 is WAY too high... you should really be looking to get your characters around 1000 and ONLY stray above that if your going to use LOD, and not have many on screen at ounce, I really dont think the engien would be able to cope with a 7500 poly character, nevermind if the character was joined by friends...

If you want to get this character into RFs aging (yet proven) Genesis engien your really going to need to shave that poly count down ALOT, sorry to have to tell you :? He really looks good...

well best of luck with your animations, I think it might be possible to export animations from 3DSM in a format that could be used in an actor other than .MOT, but thats just an idea and I may be completely wrong, Ill post again when ive had a look, I dont have 3DS on this PC.

oh and welcome to RF :D

Posted: Sun Apr 22, 2007 2:41 am
by darksmaster923
or use a normal map :wink:

Posted: Sun Apr 22, 2007 4:20 am
by scott
this went a bit offtopic, he was only trying to get a simple cube in, i have never used 3ds max in realityfactory, so i dont know if it works but in the actor studio it does give the option to import from max and convert to .act

Posted: Sun Apr 22, 2007 5:47 am
by darksmaster923
it is kinda glitchy so you might have to export to 3DS and import into milkshape

Posted: Sun Apr 22, 2007 9:47 am
by d_unique
Thanks for the response guys - i will eventually cut down polycounts and use normal maps, guess i was being too optimistic. I will try and find a way to export the animation. Thanks again.

Posted: Tue Apr 24, 2007 12:47 am
by hike1
That actorstudio was made in 1998, it has no concept of
anything past 3ds max 3.1, and even then you'd export
.nfo and .key files, never go for .max

There might be a max 8 exporter link here
http://terrymorgan.net/download.htm , I only have max 3.1 so
I don't know if any later ones work.

RF FAQ http://terrymorgan.net/rffaq.zip

Basically, nothing in RF has been updated in 5 years or more.

Posted: Tue Apr 24, 2007 9:11 am
by QuestOfDreams
Basically, nothing in RF has been updated in 5 years or more.
Now you must be kidding, hike. A quick look at the changelog shows you a ton of changes in RF and Genesis3D.

Posted: Tue Apr 24, 2007 4:13 pm
by hike1
Now you must be kidding, hike. A quick look at the changelog shows you a ton of changes in RF and Genesis3D.
Yes, but the underlying engine runs off the CPU, so you can't have anything passed off to the video card, the improvements just make RF slower.