Hey folks, got a small problem with some animations for a project we're working on. As it is now, we've got a few guns comprised of 80 odd separate parts, most of which animate using regular Max key-framing. We then used bones and skin modifiers for certain objects such as springs. The problem we're having is that in XNA…
Em.. yea if you have to go for the last option there then you could definitely "bake" the animation onto your joints. Just make a script that steps through each frame on the timeline, samples the position/rotation of the source object at that time and sets the position/rotation of the bone to match. Otherwise if you don't…
Hey cheers for the help Warheart, I've created a simple little script that creates a bone and then copies the animation for the frames. The only problem I'm having is that I don't know how to get MAXScript to check if a keyframe has been created for the object , and then copy just that frame. Right now it's just copying…
If you want to save yourself the hassle of writing a baking animation script yourself, there's a website scriptspot with dozens of scripts that do just that.