Game Development Community

TankPack 3DS Max Scaling Problem

by CSMP · in Artist Corner · 11/05/2009 (7:51 am) · 6 replies

I've had the TankPack for awhile now but just recently re-incorporated the tank into my engine, my problem is that the model was created in 3DS Max 5 and I only have 3DS Max 7 available to use and it seems that when I scale the tank (to 1.25%) i get the correct relative scaling for my engine... but it breaks the IFL Treads and Tread Deformation.

I've tried to only scale the Collision box and use the setScale method to "fake" scale it but it seems that anything I change to the model breaks the IFL and Tread animations.

Does anybody have 3DS Max 5 and the Tank Pack?

Or does anyone have the Tank Pack and successfully scaled it up, my scaling would be about 1.25% of the original model.

If anyone can help me either convert a copy of the .max file scaled or give some advice on scaling with pre-made models it would be a great help.(though I am not a 3d artist by any means) :)

#1
11/14/2009 (9:11 pm)
Can you post a screenshot of what's happening?
#2
11/15/2009 (11:56 am)
I tried reexporting with the 1.25 scale and the Tread Deformation IS actually working, my main problem is that the "tread-wheels" don't rotate and the Tread IFL seems to move for the first animation frame only.

I have no experience animating in 3DS Max7 and I think transferring this over to MilkShape would be beyond my capabilites as well.
#3
11/16/2009 (3:33 am)
check to see if it has animation frames set into it's wheels. This may just be just as easy as adding an animation-sequence marker and it's start/end frames before exporting the model.
#4
11/16/2009 (9:57 am)
It "looks" like the Tread IFL moves for the loop animation in the 3DS Max animator and the tank moves forward twice(I imagine for each IFL?), but I do not see the wheels rotating at all.
#5
11/16/2009 (12:12 pm)
are the wheels rigged with bones ?
#6
11/16/2009 (12:38 pm)
I believe so, cause they deform to the terrain appropriatly... along with the tread itself.