Didn't know a thing about 3ds max before trying it, however I was used to Maya (another autodesk 3D software).
What I did is I animated (and modeled/textured) everything in maya where it was really easier for me than 3ds max. Then I ''baked'' my animations to make them convertible to 3ds max through the ''fbx'' file type. The thing is that I must erase all of my rig controllers to do that. After that, I can't do any kind of big changes to the animations because the rig controllers were erased, all I can do is polish them.
Also by baking the animations it keys the bones excessively which results in a large .m3 file .
So now I can make pretty much any kind of model with any kind of animations, but it requires me to use at least 2 different programs :-p
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@ChoiYongkun: Go
Yes, I've made a custom model that I've animated myself, (banged my head on the wall a couple of times while doing it though).
(http://www.sc2mapster.com/assets/witch-doctor/)
Didn't know a thing about 3ds max before trying it, however I was used to Maya (another autodesk 3D software).
What I did is I animated (and modeled/textured) everything in maya where it was really easier for me than 3ds max. Then I ''baked'' my animations to make them convertible to 3ds max through the ''fbx'' file type. The thing is that I must erase all of my rig controllers to do that. After that, I can't do any kind of big changes to the animations because the rig controllers were erased, all I can do is polish them.
Also by baking the animations it keys the bones excessively which results in a large .m3 file .
So now I can make pretty much any kind of model with any kind of animations, but it requires me to use at least 2 different programs :-p