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vamecum

exporting from 3ds max through IGAME keyframe problem

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Hi! I'm doing an exporter using the IGame interface. The code is working allright in most respects, except exporting the keyframes. I seem to only get the objects keyframes through the quickSampleKey and/or sampleKey functions. When I ask for the keyframes directly like i.e int num=pGameContr->GetIGameKeyCount(IGAME_POS); it just returns 0. Have anyone else been annoyed with this problem and found a solution other than full-sampling? Hope some of you knows, looking forward to answers. (I use max 8 and max8 sdk)

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It may be using keys other than keytype POS, perhaps? Did you evaluate all the different key types?

Also, they just released version 2.2 of IGame -- it contains lots of bug fixes (including several annoying crashers); I highly recommend upgrading!

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Quote:
Original post by hplus0603
It may be using keys other than keytype POS, perhaps? Did you evaluate all the different key types?

Also, they just released version 2.2 of IGame -- it contains lots of bug fixes (including several annoying crashers); I highly recommend upgrading!


You are completely right!
After smacking my head realising how stupid I'd been not to just do a loop-querry of all types, I promptly did so.

Revealing, the position controllers to be seperated into x,y,z channels.

So now I know why I've been having problems. thanks a lot :)

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