Please login or register.

Login with username, password and session length
Advanced search  

News:

Latest WME version: WME 1.9.1 (January 1st, 2010) - download

Author Topic: has anyone exported a animated mesh without bones.  (Read 6396 times)

0 Members and 1 Guest are viewing this topic.

Stucki

  • Frequent poster
  • ****
  • Karma: 0
  • Offline Offline
  • Posts: 325
  • I'm a llama!
    • View Profile
    • Schach-Welten
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

  • Supporter
  • Regular poster
  • *
  • Karma: 0
  • Offline Offline
  • Gender: Male
  • Posts: 206
    • View Profile
    • Sunrise The Game
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

  • Frequent poster
  • ****
  • Karma: 0
  • Offline Offline
  • Posts: 325
  • I'm a llama!
    • View Profile
    • Schach-Welten
Re: has anyone exported a animated mesh without bones.
« Reply #2 on: October 18, 2007, 01:14:14 PM »

right

Amo

  • Supporter
  • Regular poster
  • *
  • Karma: 0
  • Offline Offline
  • Gender: Male
  • Posts: 206
    • View Profile
    • Sunrise The Game
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

Mnemonic

  • WME developer
  • Administrator
  • Addicted to WME forum
  • *
  • Karma: 41
  • Offline Offline
  • Gender: Male
  • Posts: 5683
    • View Profile
    • Dead:Code Site
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).
Logged
Yes, I do have a twitter account
Please don't send me technical questions in private messages, use the forum. ::wave

Jyujinkai

  • Global Moderator
  • Frequent poster
  • *
  • Karma: 1
  • Offline Offline
  • Posts: 352
    • View Profile
    • Jyujinkai's WME Development Blog
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.
Logged
<Antoine de Saint-Exupéry> In any thing at all, perfection is finally attained not when there is no longer anything to add, but when there is no longer anything to take away...
<Carl Sagan> If you want to make a apple pie from scratch. You must first... invent the universe

Amo

  • Supporter
  • Regular poster
  • *
  • Karma: 0
  • Offline Offline
  • Gender: Male
  • Posts: 206
    • View Profile
    • Sunrise The Game
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

  • Frequent poster
  • ****
  • Karma: 0
  • Offline Offline
  • Posts: 325
  • I'm a llama!
    • View Profile
    • Schach-Welten
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.
 

Page created in 0.035 seconds with 19 queries.