I've animated my 3ds max made model by moving its points. But the animation didn't work after I exported the model to the editor. It was just frozen.
I use the exporter right, I believe, because after I animated my model by rotating it instead of moving points, and exported it again, the animation worked well, the model rotated in the editor as it supposed to.
So, the question is: is the only way to move model points - using bones? Or we still can make animations by manually moving points?
Once you have created your animation you must set up the animation names for your model using the m3sequences script. Click add until you have the proper number of sequences, then close the script and reopen it. At which point you can name each sequence and and define which key frames apply to the animation. Be careful when exporting as the default of 1000 fps goes by very fast with most animations. If you need to add more key frames to animate with click the Time Configuration button in the lower right hand corner and change the number of frames.
Bones are used when you want objects to move in relation to each other like, well, bones.
Yeah, I do all this stuff in sequences script, but it only works when I rotate or move the whole model. Then I can see these animations.
But when my animation consists of moving single points relatively to each other, these animations doesn't show in the editor.
So, do I understand it right: there is an invisible origin point, which I move when I rotate or move the whole object, and it makes my model to move in the editor? But when I move single points, no invisible objects are moved, so no animation showed, because single points doesn't have info about their movemnts, only invisible objects do? Right? And I do need bones to make my model change its form?
I assume by points you mean vertexes, in which case I don't think they are registered in the m3 export. With regards to your bone question it really just depends what your trying to do. It sounds pretty complex and far too advanced for me but I'll leave you with this:
If your making a person of some sort and having them become warped then I suggest you use bones. If you just have sort of shape are you just need it to grow in random spots or something then I don't think you need bones and your best bet would be some of the apply objects in 3ds.
Editing faces or vertices in an Editable Mesh or Edit Poly modifier is unique to 3DS Max. In order for your 'animation' to be recognised, you must rig your model and assign groups of vertices weights to be deformed by bones. Rotate works, in that, you are rotating the entire model (an entity the game engine can recognise), in a fashion that the engine can also recognise (rotation).
I've animated my 3ds max made model by moving its points. But the animation didn't work after I exported the model to the editor. It was just frozen.
I use the exporter right, I believe, because after I animated my model by rotating it instead of moving points, and exported it again, the animation worked well, the model rotated in the editor as it supposed to.
So, the question is: is the only way to move model points - using bones? Or we still can make animations by manually moving points?
@Zolden: Go
Once you have created your animation you must set up the animation names for your model using the m3sequences script. Click add until you have the proper number of sequences, then close the script and reopen it. At which point you can name each sequence and and define which key frames apply to the animation. Be careful when exporting as the default of 1000 fps goes by very fast with most animations. If you need to add more key frames to animate with click the Time Configuration button in the lower right hand corner and change the number of frames.
Bones are used when you want objects to move in relation to each other like, well, bones.
Yeah, I do all this stuff in sequences script, but it only works when I rotate or move the whole model. Then I can see these animations.
But when my animation consists of moving single points relatively to each other, these animations doesn't show in the editor.
So, do I understand it right: there is an invisible origin point, which I move when I rotate or move the whole object, and it makes my model to move in the editor? But when I move single points, no invisible objects are moved, so no animation showed, because single points doesn't have info about their movemnts, only invisible objects do? Right? And I do need bones to make my model change its form?
@Zolden: Go
I assume by points you mean vertexes, in which case I don't think they are registered in the m3 export. With regards to your bone question it really just depends what your trying to do. It sounds pretty complex and far too advanced for me but I'll leave you with this:
If your making a person of some sort and having them become warped then I suggest you use bones. If you just have sort of shape are you just need it to grow in random spots or something then I don't think you need bones and your best bet would be some of the apply objects in 3ds.
@Zolden: Go
Editing faces or vertices in an Editable Mesh or Edit Poly modifier is unique to 3DS Max. In order for your 'animation' to be recognised, you must rig your model and assign groups of vertices weights to be deformed by bones. Rotate works, in that, you are rotating the entire model (an entity the game engine can recognise), in a fashion that the engine can also recognise (rotation).
Thank you guys, I just learned how to use bones, applied them, and it totally animated my model.