SOme questions about Animation making -1 reply

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mussash9

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4th February 2008

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#1 10 years ago

Hi, I am interested in creating animations for JK3, and I just discovered that it's possible to do so. I've searched a few places for tutorials, and I have a few questions.

First: The tutorials say to create the animation in 3ds max and export it as an XSI. But 3ds max doesn't seem to give the option to export the animation as an xsi file. Am I missing a plugin? Where can I find it if so (I searched for it some already).

That's actually my only question right now but as I go along I am sure I will come up with more questions. Any other general tips/suggestions would be great too. Thanks




Jose Carlos

Why? Cause normal is boring.

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28th March 2006

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#2 10 years ago

Maxplugins has pretty much all the free plugins you'll ever need for all versions of 3ds Max. Note that you'll need either Max 4, 5, 8 or later, the rest can't export animated .xsi files.




mussash9

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4th February 2008

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#3 10 years ago

I see, Assuming you're a max user, I was wondering if you can help me with a few other issues I am having. After putting the right plugins from that 3ds max plugin pack into the right places, I get errors upon loading 3ds max whixh say "failed to initialize. Error code 127 - the specified procedure could not be found." It says this for every plugin I have pout in the folder. I am using 3ds max 9.

Is there perhaps any other program out there I can use for making the animations? Or can I save it as a certain format from max, besides xsi, and convert it to the right format somehow?

Also, Im rather new to character studio in max. I seem to be having a problem where, when I position the character, he moves back to his original position, as if I never edited his position, after I attempt to add a keyframe. This happens with the complete figure if I load up a pre-existing biped animation and try to create one over it. If I start a new one, it only happens to one or two limbs. For example, I animate the biped and create a keyframe at 1, and then do the same thing at keyframe 6 in a new biped position- but as I create the keyframe, the upper arm returns to its position at keyframe 1.

Thanks again for the help




Jose Carlos

Why? Cause normal is boring.

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28th March 2006

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#4 10 years ago

Never had that problem myself. Perhaps the plugin is for a different version?

As for animating, you can export animations from XSI Mod Tool as well. There's also the Dragon tool, but animating with that is a bit like a tonsil operation through the heiny.




mussash9

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#5 10 years ago

I see, thanks for the help. Might you know where I can find other versions of this plugin?

Now I am trying to do something unique with animations. In JK3, if you enable the console, you can perform various fist fighting moves, if I remember correctly, like grabbing your opponent and punching them in the stomach- so I am trying to edit those moves- thus I will have to edit the attacker's and the victim's animation.

I would like to be able to implement it into the game such that the enemies have such moves in their arsenal. I know you can replace enemy's moves, such as force push, but what about placing their move type- like making them play the grab and punch animation sequence instead of the force drain move? Again I am new to JK3 modding, so any details would be helpful. Thanks




Jose Carlos

Why? Cause normal is boring.

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#6 10 years ago

I'm probably mistaken about this, but Softimage has created its own plugins for Max. You might want to check their website.

If I recall correctly, only Kyle had those moves, so if you want an npc to use them in addition to its normal moves, you'd have to change its class. As for switching animations, that only takes some switching around in the animations.cfg file.




mussash9

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4th February 2008

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#7 10 years ago

I have now tried the Softimage xsi plugin, but it says it is not designed for my version of 3ds max. Can I Ask what version you are using? Thanks




Wytchking

Animator/Modeller

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17th October 2007

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#8 10 years ago
There's also the Dragon tool, but animating with that is a bit like a tonsil operation through the heiny.

It's not that bad once you get use to it but I can see your point.




Jose Carlos

Why? Cause normal is boring.

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#9 10 years ago
MussashI have now tried the Softimage xsi plugin, but it says it is not designed for my version of 3ds max. Can I Ask what version you are using?

I'm using Max 7. As a result, I can't export animations, so I've kept using one of the plugins from the site I gave you earlier. I know that Gir has managed to export animations from Max 9 (as long as he hasn't upgraded), so there is definitely a plugin for that that works.




mussash9

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#10 10 years ago

I'm thinking there must be something I am doing wrong as it gives me an error for every plugin I put in the plugins folder. TO install the plugin, all I need to do is put the plugin into the D:\Program Files\Autodesk\3ds Max 9\plugins folder, right? Perhaps my version of 3ds max 9 is screwy




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