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− | <big>''' Exporting '''</big>
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− | '''Bones'''
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− | You can use either dummies, mesh or actual bones in 3DS Max to animate visuals. Make sure however that these bones are in a separate layer and are linked to a dummy which needs to be named Dummy_Root.
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− | If you are using a single bone for one mesh make sure to select that mesh and click the "MakeAnim" button.<br />
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− | This can also be done by hand by selecting the mesh, right clicking on it, select '''Object Properties''', go to '''User Defined''' tab and type ''Rigid = true''
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− | This also needs to be done with exporting a visual which consists of two meshes, one with multiple bones and one with a single bone. This only applies to the mesh with a single bone.<br />
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− | <br />'''Skinning'''
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− | Select the mesh you want to be animated, open the modifier list and select skin.
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− | Add the bone(s) you want to use. Apply weight paint if needed.
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− | <br />'''Physics'''
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− | Create your physics mesh and name it properly. Now you will need to link your physics mesh to your animated mesh.
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− | We do this by using a proxy so the physics mesh can be animated. Start by right clicking on your animated mesh, select '''Object Properties''', go to User Defined" tab and insert the following lines:
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− | <br />''Rigid = true
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− | <br />LarianPhysics_Type = proxy
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− | <br />Proxy_Geometry = “LayerName”_phys''
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− | Now right click on your physics mesh, select "Object Properties", go to "User Defined" tab and insert the following lines:
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− | <br />''LarianPhysics_Type = rigid_body
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− | <br />LarianPhysics_RigidBody_Type = static
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− | <br />LarianPhysics_RigidBody_Mass = 0.0
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− | <br />LarianPhysics_RigidBody_Friction = 1.0
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− | <br />LarianPhysics_RigidBody_Restitution = 0.0
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− | <br />LarianPhysics_Shape_Type = convex
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− | <br />LarianPhysics_Shape_Flags = 0''
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− | <br />'''Animation Manager'''
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− | After you have created and tested your animation you’ll need add your animation to the animation manager.<br />
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− | In the animation manager you can add multiple animations by first selecting the Dummy_Root at the top.<br />
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− | Now you can create a new layer by clicking “new” in the bottom left corner. <br />
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− | You will need to enter a name, the begin and end frame number of your animation. Each separate animation needs it own layer.
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− | The name of you animation layer needs to be ''“LayerName”_”AnimationName”_”01”''
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− | Example:
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− | ''
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− | ''DOORS_Humans_Ruins_A_Open_01''
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− | '''Exporting'''
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− | Exporting the visual is straight forward. Make sure your mesh and physics mesh are in the same layer. Any mesh without skinning will need to be linked to the Dummy_Root in the bones layer.<br />
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− | You do '''not''' have to export anything other then the visuals and physics.
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− | After exporting the visuals you will need to export the animation. Start of by saving the 3DS max file again in a separate folder located in the same folder.<br />
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− | This folder needs to be named '''LayerName_AnimationName''', in here you will save your 3DS Max file as '''LayerName_AnimationName_01'''.<br />
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− | If this is done correctly you will now be able to select the animation layers you want to export.
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