.X 3dmax biped export problems...

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0 comments, last by Buckeye 15 years, 10 months ago
Hello, I am having problems getting a 3d max biped character to export correctly to .X (direct x). I am using the Panda direct x export plugin in max. The problem i am having is that when i export from max the biped does not animate with his feet on the ground. The pivot point in the .X animation becomes the waist and not the ground. In max everything animates fine, with the characters' feet on the ground. Anyone have any suggestions?
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I know nothing about 3d max.

However, something that works in XSI that you may want to try is creating a NULL (I'm not sure what it may called in max), placing it globally at the origin (or wherever you want the "pivot" to be) and parenting the entire character to it. Then export.

The idea is to force the export of an origin node.

Might be worth a try.

Please don't PM me with questions. Post them in the forums for everyone's benefit, and I can embarrass myself publicly.

You don't forget how to play when you grow old; you grow old when you forget how to play.

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