Game Development Community

Footstep triggers a little broken with Max 7

by Spencer Boomhower · in Artist Corner · 09/11/2005 (4:21 pm) · 2 replies

I'm having a problem with a character that I originally built in Max 4, but have since brought into Max 7. I set up the footstep triggers correctly in the original run animation, so that footsteps are generated from each foot when they hit the ground, as are poofs of dust.

But when I bring the character into Max 7, and export with the Max 7 DTS exporter, something gets broken. Both footsteps, and both poofs, seem to be getting generated from a single foot and at the same time. I'm pretty sure I have everything set up correctly. I even went so far as to open up BraveTree's Girl pack and set up my sequence object exactly as they have theirs set up (the main difference was that my triggers went 2, -2 and 1, 1 whereas the girl pack only had a 2 and a 1), but without luck.

Anyone have any thoughts on this?

One thing I thought I might try out: deleting the sequence and starting with a new one created in Max 7 (I actually feel like I might've tried this already, but it was like a week ago when I was last looking at it and I got distracted - so I'm not sure).

I'm pretty sure I have all the ski nodes set up correctly, but maybe I should double-check that?

#1
09/12/2005 (10:38 am)
I was helping a user trouble shoot an error similar to this with the DTS Exporter in 7 and what the problem came down to was a bug/error in the source code that was being used to generate the Max 7 exporter and triggers.

Lets say you have a walk animation that you have setup a sequence for between frames 30 and 60 in your scene. The animation data will be read and exported fine but when the exporter sees the triggers it doesnt exporter their data as between 30 and 60 like it did with the node transforms but actually 0 thru 60, so what you end up with is that the sequences and triggers aren't matching anymore. The animation has 30 frames of data and the triggers exist after the 30th frame so they never actually hit.

Also, it looks like the exporters here on the GG site have been updated recently for Max 7 with a recompile done on November 26th, 2004. I had a recompile that was done previous to this date which was causing errors for me on some DTS shapes, so you might want to ensure that you are up to date with your exporter as well.
#2
09/12/2005 (12:24 pm)
Logan,

Thanks, that was really helpful. My run animation has its own Max file, and the sequence was defined as frame 16-48. Base on what you said, I was able to hack a solution by taking all the keys in the animation and sliding them so that what had been on frame 16 was now on frame 0, what was on 48 moved to 32, and what had been between 16 and 48 were moved accordingly. It seems to work!

I did have the latest exporter, BTW, got it within a week ago.