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15 May 2013 - 09:45 PM
Hi~
In Maxscript, there is transform property of "obj.transform". How to get to "transform" property into MAXSDK ?
INode <- MaxNode()...
INode->GetNodeTM(t) ?
INode->GetObjTMXXXXWSM(t) ?
Please help.....
27 March 2013 - 06:11 PM
In 3dMax... I make a simple SSooooo simple 1 Bone. No child. No parent. Just 1 mesh... I will get LocalTM.. I use MaxSDK...I set CoordSystem::D3d ( SetCoordSystem( IGameConversionManager::IGAME_D3D ); and get with IGameNode::GetLocalTM(); and then... Result is Not correct... TM value is not correct. Need to add more ? Y, Z inverse ? ( Y, Z > -Y, -Z ?) Y, Z change positin ? ( Y, Z > Z, Y ?) How to get Bone LocalTM ? Please...................................
21 February 2013 - 03:43 AM
HI... I just Get Biped TM...Only...first...Each node of biped TM...Local TM...In Maxscript..obj = $'Bip001 head';localTM = obj.transform * Inverse obj.parent.transform; <-- Right ?and I get local vertex info...and multiply localtm * userTM...and I test.Just 2 biped_object is drawing...'Bip001', 'Bip001 Pelvis'and Get HierachyTMd3dxmatrix mBip001 = bip001.tm;d3dxmatrix mBip001Pelvis = mBip001Pelvis.tm * mBip001; <-- Right ?result is .... BipedTM.jpg 44.67K 17 downloadsmake me crazy I want to know What's the wrong...BipedTM is different to BoneTM ?Please...help~~~~~
13 February 2013 - 01:20 AM
Hi~~~ This question is a kind of Exporter...
I extrack to animation key in 3dmax.
Like this..
제목 없음.png 5.19K 11 downloads
Rottrack is so hard...
In my app,
Make Quaternion with D3DXQuaternionRotationAxis()... x z y...of course...
I take two track.
and do interpolate with D3DXQuaternionSlerp().
but don't worked....
I don't understand that problem...
PosTrack is very well...
I don't understand What's wrong ?
3dsmax
http://tvpot.daum.net/mypot/View.do?ownerid=4cphH9T4XiU0&clipid=47937177
My App
http://tvpot.daum.net/mypot/View.do?ownerid=4cphH9T4XiU0&clipid=47937212
26 January 2013 - 12:19 AM
제목 없음.png 268.24K 15 downloads
Hi... Please look PIC...
I use 3dMax, maxscript and DX10.
I guess Zbuffer problem...
But zbuffer setting value is default value( == ON ).
pDevice->IASetPrimitiveTopology( D3D10_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP );
cullmode = d3d10_cull_front;
Indexing is fullvertexmodel... like this...
for ( int i = 0; i < nFaceNum; i++ ) { pstIndices[i].A = j++; pstIndices[i].B = j++; pstIndices[i].C = j++; }
Is related to cullmode, zbuffer or Indexing method ?
I have no idea. Really... @.@
How to solve the problem ?
Please understanding my bad english...