Jump to content
  • Advertisement
Sign in to follow this  
DeaHendock

Deviding animations in max 6 into pieces

This topic is 5077 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hello! We have animated models (skinned mesh) now converted successfull into Direct X Format. But the animations in each file are one big animation (for example stand, go, run in a single, big anim). Now we need to devide them in max into the single moves and convert this to x files again to call them in the engine as single actions. How can this be done in Max?

Share this post


Link to post
Share on other sites
Advertisement
have you trying to delete keys?

just select unnecessary keys an delete them
then select all keys and move first of them to zero position
crop animation to last key
save as... and export
and that's all!

good luck from buck! :)

Share this post


Link to post
Share on other sites
Guest Anonymous Poster
If your .x file is ASCII, just open it up, and rearrange the keys into the order you want, group them in AnimationSet (ie stand, go, run, etc should be in its own AnimationSet), not too hard to do, can even write a parser to do it automatically if you wish.

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!