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Author Topic: has anyone exported a animated mesh without bones.  (Read 5457 times)

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Stucki

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has anyone exported a animated mesh without bones.
« on: October 18, 2007, 10:39:45 AM »

Hi everybody.

i want to export a mesh that is animated with a bend modificator.
but when i export this mesh the animation gets lost. the mesh comes in first frame status but the bending wont change by time.
any ideas ??

greets
stucki

Amo

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Re: has anyone exported a animated mesh without bones.
« Reply #1 on: October 18, 2007, 12:11:17 PM »

You are exporting from Max via Panda? Right?

Stucki

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Re: has anyone exported a animated mesh without bones.
« Reply #2 on: October 18, 2007, 01:14:14 PM »

right

Amo

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Re: has anyone exported a animated mesh without bones.
« Reply #3 on: October 18, 2007, 03:32:33 PM »

I'm not sure if it is panda's or WME's fault but imho non bone based anims are not possible.
Setup an IK chain in Max, skin it with the skin modifier and animate the chain.
Thats the only thing, I can think of. I tried in the past to export some morpher based anims, but it didn't work, so I switched back to bones. It is, or better, it can be a real pain in the royal back, but it works.

Regards

Amo

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Re: has anyone exported a animated mesh without bones.
« Reply #4 on: October 22, 2007, 08:37:22 PM »

It's neither WME's or Panda's fault. There just isn't any (standardized) way of storing vertex animations in X files (not that I know of at least).
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Jyujinkai

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Re: has anyone exported a animated mesh without bones.
« Reply #5 on: October 23, 2007, 08:17:32 AM »

If you are using max you can make a bone chain, use the bend modifier on all the bones then bake the animation into th bones and then export... this will allow you to use bend and other modifiers in the .X file.
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Amo

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Re: has anyone exported a animated mesh without bones.
« Reply #6 on: October 23, 2007, 07:36:00 PM »

I didn't know if Jyujinkai is right, but it seems to be logic.

Stucki

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Re: has anyone exported a animated mesh without bones.
« Reply #7 on: October 23, 2007, 11:08:10 PM »

thanks this sounds interesting ..
but how do i achive this in max ... i have no idea.
 

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