3D Rad - Free 3D game maker - Forum

This forum is now archived!

This forum is locked, and is a read-only version. A new community-ran forum can be found at classdev.net

News:

The 3DRad community can be found at classdev.net.

Pages: [1]

Author Topic: 3ds max 2010 exporting problems  (Read 1060 times)

« on: September 17, 2009, 05:02:35 PM »
I got some problems with exporting a bone animated dragon with 3ds max 2010 (demo).
If i export it the animation can not be used and one half of the dragon is away (i think its because i used a symmetry modifier).
I tried to export it with panda and kw-exporter but i got no usable result of both.

Is there anything i have to do before i try to export it (group something together etc.)

Happy with everything that helps  :-\
« Reply #1 on: September 18, 2009, 02:41:59 AM »
Hi, please see

http://www.3drad.com/3dsmaxtips.php

in particular the bottom of page, for 3dsmax 2010
« Reply #2 on: September 18, 2009, 02:55:38 AM »
Exporting animation from max is a problem. I heard only biped animated characters will export OK. You could model your characters in 3dsmax , then rig and animate them in blender, then export to directx. Next import the directx to FragMotion, export again to directx and open it in 3drad. Or you can just rig and animate te model in FragMotion.
FPS game creator for 3drad and >2000 games GamesAtNight
« Reply #3 on: September 20, 2009, 11:33:00 AM »
I already read the the posts about 3dsmax 2010 linked at the tutorial but it doesn't help me.
Ill try to make the animation in FragMotion now.

Do you also know what to do with objects created with symmetry modifiers? I tried to export them but only one side was exported.
« Reply #4 on: September 20, 2009, 12:16:57 PM »
Just convert the model to a single mesh and weld all overlapping vertixes.
FPS game creator for 3drad and >2000 games GamesAtNight
Pages: [1]