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 | max exporter |  |
tyree
Joined: 20 Sep 2007 |
Posts: 27 |
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Posted: Tue Oct 28, 2008 8:53 am |
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for those unaware autodesk has bought softimage, last year softimage bought the cat plugin, its a character animation system. that system will now be the main system in max. Ive been using cat for some time and Ive exported to awakenings with it. I doubt any major changes will be needed for the exporter |
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Vincent
Joined: 25 Dec 2006 |
Posts: 297 |
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Posted: Wed Oct 29, 2008 9:46 am |
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There is an exporter for 3dsmax9 now: tri & ani exporter for 3dsmax9 V0.1
You can try it. The exporter supports Physique & Skin modifier. |
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tyree
Joined: 20 Sep 2007 |
Posts: 27 |
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Posted: Thu Oct 30, 2008 7:56 pm |
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thats not what I was saying autodesk will be using the cat animation plugin as the animation system in max now. so your exporter may need to be reworked some to better work with this animation system. cat was already a plugin that you could buy seperately but now its going to be part of the standard install. thats good news, I kid you not when I tell you its a 1000 times better than character studio. its faster, easier and more diverse. you simply will not believe how easy it is to animate with this software. currrently when I export cat to the ani format it only exports some of the time |
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Vincent
Joined: 25 Dec 2006 |
Posts: 297 |
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Posted: Fri Oct 31, 2008 12:59 pm |
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Thanks for your information, for sure the CAT is powerful. We'll try to improve the ani exporter. Currently, if a mesh has a Physique/Skin modifier, please ensure no modifier up the Physique/Skin. |
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tyree
Joined: 20 Sep 2007 |
Posts: 27 |
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Posted: Sat Nov 01, 2008 10:43 am |
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youve stated before that the skin modifier should be off for an animation export but the only times Ive been able to get animation exported is when I leave the skin turned on and click on the mesh then export selected |
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Vincent
Joined: 25 Dec 2006 |
Posts: 297 |
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Posted: Mon Nov 03, 2008 7:24 am |
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It requires turn off modifier that export to .tri file, but no require to .ani file. |
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tyree
Joined: 20 Sep 2007 |
Posts: 27 |
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Posted: Wed Nov 05, 2008 2:50 am |
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turns out I was exporting it wrong, thats why it only exported the catrigs some of the time. not turning the skin modifier off for the tri was causing the animation not to play right. but Im still having a problem exporting linked bones do linked objects export at all |
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tyree
Joined: 20 Sep 2007 |
Posts: 27 |
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Posted: Wed Nov 12, 2008 11:53 pm |
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can you add morph animation to awakenings if possible have it import a morph animation file |
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Vincent
Joined: 25 Dec 2006 |
Posts: 297 |
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Posted: Fri Nov 14, 2008 9:38 am |
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morph animation is an old technique, it's rarely used currently. |
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tyree
Joined: 20 Sep 2007 |
Posts: 27 |
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Posted: Fri Nov 14, 2008 2:07 pm |
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that doesnt mean its not viable. painting and drawing are old techniques but still usefull |
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Vincent
Joined: 25 Dec 2006 |
Posts: 297 |
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Posted: Sun Nov 16, 2008 10:29 am |
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thanks, we'll consider your suggestion. |
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tyree
Joined: 20 Sep 2007 |
Posts: 27 |
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Posted: Mon Nov 17, 2008 6:48 am |
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one use for it, is cloth animation I have my own techique where I export the cloth animation on top of bone animation. but with a morph animation file. the cloth could be an artistic expression done in the 3d authoring evironment and not just a techinical one in the engine |
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Vincent
Joined: 25 Dec 2006 |
Posts: 297 |
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Posted: Tue Nov 18, 2008 8:57 am |
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There is no bone in morph animation. So the techique usually is used for simple & repeating actions, it's difficult to express complex animation. |
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