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Anddos

.x animation key problem

2 posts in this topic

I am exporting an animated mesh in 3dsmax with 2 animations,

here is the keys looking at the txt file

[code]

AnimationSet MoveLeftArm {
Animation Anim-Mesh01 {

{ Mesh01 }
AnimationOptions {
0;
0;
}
AnimationKey {
4;
2;
0;16;0.393701,0.000000,0.000000,0.000000,0.000000,0.393686,-0.003395,0.000000,0.000000,0.003395,0.393686,0.000000,0.000000,105.091827,0.000000,1.000000;;,
960;16;0.393701,0.000000,0.000000,0.000000,0.000000,0.393686,-0.003395,0.000000,0.000000,0.003395,0.393686,0.000000,0.000000,105.091827,0.000000,1.000000;;;
}
}
[/code]

[code]
AnimationSet MoveRightArm {
Animation Anim-Mesh01 {

{ Mesh01 }
AnimationOptions {
0;
0;
}
AnimationKey {
4;
2;
0;16;0.393701,0.000000,0.000000,0.000000,0.000000,0.393686,-0.003395,0.000000,0.000000,0.003395,0.393686,0.000000,0.000000,105.091827,0.000000,1.000000;;,
2400;16;0.393701,0.000000,0.000000,0.000000,0.000000,0.393686,-0.003395,0.000000,0.000000,0.003395,0.393686,0.000000,0.000000,105.091827,0.000000,1.000000;;;
}
}
[/code]

why is it putting the animation track on 4 for both after exporting, shouldn't each 1 be its own number, i see its like that with the tiny.x that comes with the sdk , like loiter is 1, walk is 2, jog is 3, wave is 4, how do you export so its like that?

thanks for the help
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I haven't got a clue what you're asking, can you clarify more please?

The only guess I have is you are asking about the '4' for the AnimationKey section of both AnimationSets, which indicates that the keyframe data type is a MATRIX data type rather than a rotation or translation.
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Hello.
I think anddos is saying all the animations are on one track. this is true.
In 3dsmax 9 and panda soft exporter you can split the animation up by its frame names on the xeport tab before you export your .x file.
hope this helps. Edited by ankhd
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