Animating in 3ds Max -1 reply

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DarthStevenus

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18th December 2009

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#1 7 years ago

Is it possible? I've been using Dragon for a while now, but I'm kinda tired of animating each bone one at a time. I'd prefer to animate in 3ds Max, but I don't know how you would go about doing that. I have all the base anims for Softimage Mod Tool as .xsi files and I just installed Crosswalk so I could import those anims into 3ds Max, but when I tried it I just got a wireframe cube. Also, if I were to get this working, how would I export my animation to a .gla file?




minilogoguy18

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4th September 2004

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#2 7 years ago

Only works if you have Max 5, anything past that it doesn't work, it's the programs fault, adds an extra node as the root to the hierarchy, like a watermark. The game won't recognize it as model_root is no longer parent to everything. Although, dotXSI files can be opened with notepad, you could try to delete the dreaded MAXSCENEROOT and see if that fixes the problem but I think I tried that years back and I don't think it worked.




Silverfang22

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7th January 2007

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#3 7 years ago

Actually you can animate in 2010+ if you do a crosswalk to softimage mod tool I believe. I'm pretty sure that's what one of the guys in the JKG team did to animate our krayt dragon.

BUT, that may have just been making the skeleton/rigging in max and crosswalking over to xsi.




minilogoguy18

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#4 7 years ago

The problem I had with that years back was that it took too long to set up IK solvers in max so that you wouldn't be animating bone by bone just like you were in dragon. XSI auto generates IK solvers, you just have to know where to start and end you chain as well as draw it in the correct view port.




Silverfang22

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#5 7 years ago

but at least in Max it would be easier to animate fingers >_




DarthStevenus

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#6 7 years ago

Well, until I figure out how to animate in XSI, is there any way I can get the dotxsi base animations into dragon? It's hard to make your own animations look good without the base animations to compare them to.

EDIT: Also, this is more a standard animating question, but I thought I'd ask it here instead of starting a new thread. I tried to replace the saber protect animation (the one where your sabers fly around you in a circle) with an animation where you force throw your saber in a horizontal arc (the saber also does a 360). In dragon, I moved the saber out a few feet in front of the player. But when I try the animation in-game, the saber sort of rotates in place without moving forward. Is there something special you have to do for animations where the saber leaves the player's hand?




Jose Carlos

Why? Cause normal is boring.

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29th March 2006

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#7 7 years ago

You'll need copies of the _humanoid.gla and its animation.cfg. Paste them into the Dragon folder and edit dragondefault.cfg to use the _humanoid. When you want to edit a specific animation, look up its startframe and framelength in the animation.cfg and hit "impframe (startframe) (framelength)" into the console.




DarthStevenus

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#8 7 years ago

Thanks Jose, but I just found the old dragon animation thread where I asked Katanamaru the same question (about the base anims). Don't know how I missed back then.




minilogoguy18

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#9 7 years ago

Definitely can't help there, used dragon to make a total of 3 stances and realized it wasn't worth the trouble back when I still used 3DSMax.




DarthStevenus

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#10 7 years ago

Yeah, it's definitely not the ideal program for animation. But now that I know how to import the base animations, it's almost worth it.

EDIT: Sigh...new problem. I've moved the playermodel down to the floor at each frame of my animation, and then saved it. But still, when I exit Dragon and load my animation the player is back in the air. Is this a normal bug or something?




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