okay, I think I've got it decently figured out now and have a few more questions. As far as I know, the raw mesh is exported and loading into the test engine just fine now. If all the animations have to exist in the same .x file, would that mean the animations I put in need to be centered and anchored at the origin? Also,…
It doesn't sound like a task an artist would be responsible for, but our in house developer working with me has asked me to research a way to get a rigged mesh with biped into directx format, and figure out how animations are stored for use in the game engine. I have no idea how to do this. I don't even know what I'm…
The animations are stored in the .x file. Go look up the exporters and read their documentation. Having googled the pandasoft exporter it looks like you might want to check out this: http://kwxport.sourceforge.net/
well we've got more questions than answers at this point. I would assume that animations are stored separate of the rigged mesh? Do the exporters take .bip files and translate them to the appropriate format as well? Thanks for the replies guys, I'll start chasing the leads you guys posted.
Into .x format? There are two exporters I know of, the Pandasoft exporter (which handles named animation sets with a keyframe range), and another free one released by the guys who make some 3d engine for demos and art (I'm blocking on the name) which handles animation differently. Last I knew the exporter source code with…
I can feel some pretty stupid CS questions coming up real soon... like how I get all my animations into one max file :P I'll find it in the tutorials I hope. Oh and I need to add that this community totally r0x0rz my b0x0rz off, cause in the 3 years I've been trying to do 3d and getting so frustrated that I just dump it…
yeah I found that one and I'm playing around with it, cool looks like I need to figure out how to prep the .max file so all the animations are present in the timeline and just enter their frame ranges in. convert the .png texture to a .dds with a separate tool and check off "ignore untextured" to not export the biped and…