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3dsmax, Saving animations

Hello I creating an animation with the biped object. Well, how do I save my animation for export into a game engine (JMonkey)?

I do animation->Save Animation but it says no animation tracks to save.

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  • SpeCter
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    SpeCter polycounter lvl 14
    Normally you have an exporter for the specific engine.
    Most of the time you have to define a certain range for specific animations and such like 0-29 = Idle , 30-59 = Walk,60-89 = Attack and so on.

    I don´t want to be rude but why bother with a Java 3D Engine?
    Why not stick with Ogre3D, or more complete engines like Unreal Engine(UDK),Unity or something like that.
  • r_fletch_r
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    r_fletch_r polycounter lvl 9
    Specter: Its quite fast, free, runs on pretty much anything. So far as I recall NCSoft were using JME for tool development.
    I wasn't to hot for it at first but we used it to create training sims, and its quite capable.

    dudio: take a look at the OgreMax exporter. it lets you define animations by time segment. like specter describes. It works with biped so far as i recall.
  • SpeCter
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    SpeCter polycounter lvl 14
    It works with Biped,Customs Rigs and Morph Animations.
    Unfortunately ogre3d misses IK Animations(you can use IK inside of max to make you animations, but ogre itself can´t use IK)
    But if he wants to stick with JMonkey Engine it makes no sense to test it ;)

    It´s not that i really dislike Java, but i feel more comfortable with C/C++.
    And with fast you surely mean that it´s fast aside from the fact that it´s written in Java right?

    I like the Ogre3D+QT compination very much. Very good documentation on Ogre and QT, it´s fast and quite easy to learn(for me).
  • r_fletch_r
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    r_fletch_r polycounter lvl 9
    JME supports the ogre3d format. its pretty well supported.

    For bytecode its pretty fast. It was certainly much better than I had been lead to believe. Ill leave the c++ comparisons alone as I've no idea :).
  • SpeCter
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    SpeCter polycounter lvl 14
    I didn´t know that JME supports the ogre mesh format :)
    If so i take back that it makes no sense :)
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