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Author Topic: Another exporting actor to .x question  (Read 8146 times)

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anarchist

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Another exporting actor to .x question
« on: April 22, 2011, 06:31:49 PM »

In the tutorial proposed by many members of the forum (http://res.dead-code.org/doku.php/kbase:exporting_models_from_3ds_max) there is a way of exporting the actor to .x

The proposed method exports the model and the animations separately. But, in the .act3d file, the only attribute that connects the actor to the .x file is:

Code: WME Script
  1. MODEL = "actors\trinity\trinity.x"
  2.  

If we export to two different files, what should we add to the .act3d file?
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tinchopunk

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Re: Another exporting actor to .x question
« Reply #1 on: April 22, 2011, 06:38:25 PM »

On the tutorial i think the idea is to look the 2 examples, like the first one for static mesh, and the other one the mesh and the animation.
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anarchist

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Re: Another exporting actor to .x question
« Reply #2 on: April 22, 2011, 06:42:02 PM »

Thanks for the quick reply  :)

In the tutorial it is clearly stated that:
Quote
In our project we have generic animations that are shared among models so we export the model and the animations separately (of course all the models that use the same animations need to have the same bone hierarchy), this is what I describe here.

Doesn't this mean that they exported the actor model and the animations separately?
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tinchopunk

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Re: Another exporting actor to .x question
« Reply #3 on: April 22, 2011, 07:19:45 PM »

I understand that you have to make all individual character with each animation tougether in one file, you have to look to atach animation in one file.
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anarchist

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Re: Another exporting actor to .x question
« Reply #4 on: April 23, 2011, 08:43:07 AM »

Ok so the character has let's say 5 animations. The animations are in different .max projects. You say that we need to attach all those animations to one .max project and then follow the tutorial tutorial to export them into one .x file?
If so, could you please guide me to a tutorial that shows how to create a character in 3ds max that has all animations in one file? Thanks again.
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tinchopunk

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Re: Another exporting actor to .x question
« Reply #5 on: April 23, 2011, 04:34:08 PM »

If you have al in biped you have a lot of tutorials on the web to atach all the animation, in my character i has a biped walk animation, but the rest of them i made it each other in the same file.
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Mnemonic

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Re: Another exporting actor to .x question
« Reply #6 on: April 25, 2011, 08:17:03 AM »

Code: WME Script
  1. MODEL = "actors\trinity\trinity.x"
  2.  

If we export to two different files, what should we add to the .act3d file?
You simply add more MODEL= lines. The actual mesh will be taken from the first one, the additional lines will add animations.

However, whether you break the animations into multiple .X files is entirely up to you. It's perfectly possible to keep all animations in a single .X file. Multiple .X files are useful for keeping the memory usage low (you don't have to keep rarely used animations in memory all the time).
« Last Edit: April 25, 2011, 11:03:09 AM by Mnemonic »
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anarchist

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Re: Another exporting actor to .x question
« Reply #7 on: April 25, 2011, 10:50:05 AM »

Thank you Mnemonic this is the exact answer to my question.

I don't think this is clear in the documentation though and it is a very important feature for 3D characters.
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