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      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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chronos.overlord

[Need helps] setting requirements for 3ds max animtion -> game engine

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Hi everybody !
I'm Cuong, a student ( game graphic designer ).

I can make animation , and render cartoon, video clips ; but our project in class required me some extra skills. We're going to make a 3d game in 1.5 month. The thing i want to know is what settings required in 3ds max before export animation file ( FBX ) for game engine ( XNA ) to run.

My friend use biped to make a skeleton and the engine open it right.
But i think some objects ( like creature have many legs , many wings ) that we must create custom bone ( from geometry ). Then i create a custom bone ( from geometry ) -> make it bone ( select bones -> bone edit mode -> bone on ) ---> add hierarchy ( by linking ) -> add skin modifier -> refine envelope -> make a simple animation --> then select bones and mesh --> export selected --> FBX .

The skeleton is very simple :
[img]http://i251.photobucket.com/albums/gg288/godfatherudshado/hiearchy.png[/img]

The XNA engine throw out a problem message : "can't find skeleton"

Here is the FBX and MAX file : http://www.mediafire.com/?h02vg7nmfoe8ji9

My other question is : how to name a sequense in 3ds max ? I play with warcraft 3's models and i see they have all the animation sequence ( like death, run , fight , spell...etc ) in one file. Each sequence have a range and a name. How can i do that in max then export a FBX file contain that informations ?

And my final question is : when i play with the animation / bone in 3ds max , i want to make a custom bone that work like a biped.
In this picture : a simple skeleton that have a root, 2 arm , 1 torso, 1 head. ( all bone created from geometry and turn "bone : on" in bone edit mode ). I only give them hierarchy affect to move.

[img]http://i251.photobucket.com/albums/gg288/godfatherudshado/ScreenShot002.png[/img]

When i move the arm to right : the bone is move along like this

[img]http://i251.photobucket.com/albums/gg288/godfatherudshado/ScreenShot003.png[/img]

The result i want is like the biped : when i move the arm to left, the arm will "rotate" it and its child to upper left , not move the father bone.
Please forgive my bad English (^v^)o , i sincerely thanks for your helps. Plz, i google my ass off a day but i don't find any tutorial about animation-game engine field.
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