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Creating Skinned Tank for Animation


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#1 Medo3337   Members   -  Reputation: 680

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Posted 07 May 2012 - 08:24 AM

I want to setup bones on a Tank I have created in 3Ds Max to use in DirectX (C++) and be able to rotate the wheels, turret and barrel by using DirectX (C++), however I am not sure about the correct way to make the tank skinned, I have tried to add bones and point them to the tank turret, it looks well in 3Ds Max, but when I use it in DirectX using .x file it doesn't look right.


Any help would be appreciated.


Edited by Medo3337, 07 May 2012 - 11:19 AM.


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#2 ankhd   Members   -  Reputation: 1357

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Posted 09 May 2012 - 03:32 AM

Hello.

with my tank I made the turret a sub mesh and found its frame name then stored a pointer to the frame in code.
in 3dsmax it wash created as a group off meshes exported all at once. then you have a frame name for body, wheels , turret and other things like where the projectile
comes out of the barrel. Hope this helps

#3 Medo3337   Members   -  Reputation: 680

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Posted 09 May 2012 - 05:45 AM

Thanks, do you have any idea about how I can rotate multiple wheel at the same time? for example if I have 12 wheels and I names them all "wheel", how can I rotate all the sub meshes that has the name "wheel" at ONCE?

#4 ankhd   Members   -  Reputation: 1357

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Posted 10 May 2012 - 03:48 AM

I Rotate my wheels with animation from 3d modeling program then all I do is play the animation. may be faster then doing it your self.




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