Hi i'm here to ask about how to correctly export a placeable model with working animations attached. I created the model in Maya 2009, imported into 3ds max 9, applied the material, triangulated the mesh, applied the dummy's and the aurora base, connected them to the geometry, animated the dummys, set up the states in the right panel, and exported with animations using NWMax v0.8b61.
I tried using NWMax Plus but it still had no animations, then I later found out I coudnt import .mdl files using Plus so I switched back to v0.8.
I tried various different ways of exporting, like 'baking the animations', doing things in different orders... The model exports fine and works in NWN but I cant get the animations to work or play at all in NWN. If theres a step I'm missing or if someone could write a step-by-step process of how its supposed to be done I'd greatly appreciate it.
Exporting Placeable Object with Animations from 3ds Max 9
Débuté par
IxionReborn
, oct. 06 2010 11:53
#1
Posté 06 octobre 2010 - 11:53
#2
Posté 07 octobre 2010 - 12:17
I'm more curious as to why you couldn't import with Plus 
But I'll also attempt to help you with your animation problem.
Any chance you could pass your mdl file along so we can both be using the same base?

MDA
But I'll also attempt to help you with your animation problem.
Any chance you could pass your mdl file along so we can both be using the same base?
MDA
#3
Posté 07 octobre 2010 - 12:27
Oh yeah forgot to mention I modeled it from scratch, im aware people normally use parts from bioware made models, ... unless you wanted the failed attempt of a mdl with an animation?
#4
Posté 07 octobre 2010 - 12:28
Modifié par IxionReborn, 07 octobre 2010 - 12:28 .
#5
Posté 07 octobre 2010 - 12:28
This may be obvious, but none the less. Did you add the animations to the modelbase? Are you using the Export button from the modelbase, or the Export All button from the NWmax rollout?
Just a couple things off the top off my head,

MDA
Just a couple things off the top off my head,
MDA
#6
Posté 07 octobre 2010 - 12:31
No it probably is something simple, I am new to making custom content though.
If by adding animations to the base you mean setting up the states and setting which frames then yes, and I tried exporting through both the base export and the nwn max toolbar export, neither worked.
If by adding animations to the base you mean setting up the states and setting which frames then yes, and I tried exporting through both the base export and the nwn max toolbar export, neither worked.
#7
Posté 07 octobre 2010 - 12:31
IxionReborn wrote...
Oh yeah forgot to mention I modeled it from scratch, im aware people normally use parts from bioware made models, ... unless you wanted the failed attempt of a mdl with an animation?
The failed mdl file would be fine, but if you also had a saved max file that would be even better.
#8
Posté 07 octobre 2010 - 12:38
IxionReborn wrote...
If by adding animations to the base you mean setting up the states and setting which frames then yes, and I tried exporting through both the base export and the nwn max toolbar export, neither worked.
In the modelbase rollout, there is a section called "Animation Parameters"
In that section is a dropdown with default animation names where you set the start and end frames of the particular animation, along with a text box to set the animation root name and an "Export Animation" checkbox that should be checked. Once you have created your animations you use that to let nwmax know where to look for any animations you want exported with the model by applying the settings and pressing the "Add" button.
And I would definitely use the "Export Model + Anim" button from the modelbase. The one in the NWmax rollout uses different code and doesn't always work properly, even less so where animations are involved, IIRC.
MDA
Also, if you open up your mdl file in a text editor, do a search for "endmodelgeom" directly after that should be any animations that were exported with the model. If there are none, then there is something not allowing the animations to be exported. I know once again, pointing out the obvious.
Modifié par Michael DarkAngel, 07 octobre 2010 - 12:45 .
#9
Posté 07 octobre 2010 - 01:34
Theres stuff after endmodelgeom, where should i send you the files?
#10
Posté 07 octobre 2010 - 02:27
For some reason my email blocked the tga file, but I got the others and I'm looking at them now.
Ha wouldn't let me open it with 3DSMax 8. Trying 9 now.
Ha wouldn't let me open it with 3DSMax 8. Trying 9 now.
#11
Posté 07 octobre 2010 - 06:26
Okay, everything with your animations appeared correct. I vaguely remember something about needing extra static keys in-between the end of one animation and the start of the next. So I added those, fleshed out the rest of the placeable helpers and tried exporting. Still no animations.
The values for the keys were not exporting.
Went back in and tried again. This time before exporting I selected everything, and hit the "Bake Anims" button. All the keys transferred to the modelbase. Yay!!! Exported, tossed it into override and opened up the toolset. Woohoo, we have animation.
Zipped it up and e-mailed it back to you.

MDA
Now I remember why I don't normally mess with animations
The values for the keys were not exporting.
Went back in and tried again. This time before exporting I selected everything, and hit the "Bake Anims" button. All the keys transferred to the modelbase. Yay!!! Exported, tossed it into override and opened up the toolset. Woohoo, we have animation.
Zipped it up and e-mailed it back to you.
MDA
Now I remember why I don't normally mess with animations
Modifié par Michael DarkAngel, 07 octobre 2010 - 06:28 .
#12
Posté 07 octobre 2010 - 02:33
Thanks a lot It works! Yeah the main problem was when I tried baking it I only either selected the dummies or the geometry not everything.
You've been a great help I appreciate it.
You've been a great help I appreciate it.





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