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Medo Mex

Creating Skinned Tank for Animation

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Medo Mex    891
[left]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[font=courier new][size=2][color=#282828], [/color][/size][/font]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.[/left]

[left]Any help would be appreciated.[/left] Edited by Medo3337

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ankhd    2304
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

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Medo Mex    891
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?

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ankhd    2304
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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