I made a class that loads a mesh hierarchy of a skin with bones that I made in 3dsmax,but I can only move the individual bones with code in DirectX,which is extremely difficult,since in C++ you have to keep writing and testing each animation many times to see if you got all the angles right,while in 3dsmax you can easily move each bone with the mouse,allowing you to make animations in minutes.The problem is,when I export to .X file from 3dsmax it has the animations 1 by 1(walk,stand,jump,etc.) but it doesn't have individual ones like(Walk+Wave hand,Walk+Jump,Run+Tear off limbs).Is there an easier way to do this?
Where are individual limb animations made?
Started by Veil, May 05 2012 07:08 AM
3 replies to this topic
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Posted 05 May 2012 - 08:24 AM
I don't think you can have individual animations in 3ds max, I asked a similar question a while back.
Something like this is done in the SkinnedMesh DirectX SDK example,but if I was to make 50 fairly complex animations all based on writing code that moves each bone,it would be inhumanly impractical.I guess to only suitable method is to make a Walk animation,then to make a seperate WalkWhileWaving animation and so on.






