Game Development Community

Two questions:one Biped, setting up 3ds max animation

by Chad Hunt · in General Discussion · 03/04/2002 (3:02 pm) · 9 replies

Is it possible to use CS biped instead of bones for character animation to export to torque? If that is possible or not once I get my animation setup how do I set it up with key controlers and all that stuff before exporting? Please help.

#1
03/04/2002 (3:09 pm)
You can use either Biped or a bones skeleton to deform your mesh.

As for your other question, do you mean keyframes? If so your 3DS Max documentation discusses in great detail how you can setup keyframes for animations.

What do you mean by "all that stuff"? Can you please explain it so that I (or someone else) can give you the answer that you seek?

If you are curious for more information regarding setting up your scene to be used within Torque, you should probably consult the DTS Exporter Documentation that is in the "Documentation" section of the GG site. That document will cover practically everything you need to know to get your scene exported and working inside the game engine.

Logan
#2
03/04/2002 (3:21 pm)
Thanks for the biped scoop. I know how to animate using keyframes and morph targets, do you recomend eaither one? for "all that stuff" i mean like setting up the animation once it is complete like this box bounding, all of the files that come with the documentation will not open for some reason. for the animation do you setup just a simple walk sequence for example two steps and then let the engine do the rest. As you can tell I am new at game animation but not using max.
#3
03/04/2002 (3:32 pm)
hi chad, you should check out the 3dsmax docs here on the site, i think there was some mention of the morph-stuff there. i think the answer is no though...
#4
03/04/2002 (6:10 pm)
Well since you need keyframes to animate I would have to recommend that you use them :)

As for the morph targets using the Morpher modifier, I am not entirely certain that this would work. If it did, it would be exported as a morph animation in the DTS file.

Please note that all of the files that came with the documentation are designed for Max R4.x, they will not open in R3.x.

All of your other questions can be answered more thoroughly and in better detail with by reading the DTS Exporter Documentation found here on the GG site.

Logan
#5
03/04/2002 (7:15 pm)
Thanks you guys for your help, I did find the answers i needed except one that I forgot to ask. The DTS dummy, do i have to link it to anything?
#6
03/05/2002 (7:38 am)
Sequence dummy's do not need to be linked to anything in your scene.

Logan
#7
03/05/2002 (2:21 pm)
OK, but if I understand correctly it does have to follow my model through the animation, right? and export it together as well?
#8
03/05/2002 (5:15 pm)
A sequence dummy simply needs to be setup right (as per the details outlined in the DTS Exporter documentation). It does not need anything more.

Logan
#9
03/05/2002 (5:27 pm)
Thanks alot you guys, you have been a great help.