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keyframe and bones in 3ds max
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Topic: keyframe and bones in 3ds max (Read 3199 times)
Thomas.
double
Posts: 833
keyframe and bones in 3ds max
«
on:
August 20, 2011, 02:09:42 pm »
I have made animation of shooting using this
tutorial
, but animation is not in hand and gun mesh, but in some bones help objects... could anyone advise how to save the animation in to the mesh of animated objects?
«
Last Edit: August 20, 2011, 02:11:50 pm by Thomas.
»
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My game for Android
,
Physics example
,
Texture assistant
AGP
quad
Posts: 1726
Re: keyframe and bones in 3ds max
«
Reply #1 on:
August 22, 2011, 12:41:16 am »
If you don't want to use Raft's Bones (I recommend it and you would then need OgreMax to export to Ogre), I recommend the QTip MD2-exporting plugin (
http://qtipplugin.com/
) for keyframe animation.
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Thomas.
double
Posts: 833
Re: keyframe and bones in 3ds max
«
Reply #2 on:
August 22, 2011, 03:41:59 pm »
its incompatible with 3ds max 2012 and from md2 I have no pivot... but I think that this is thing of 3ds max, not file format... I am open to other solutions bones animation...
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My game for Android
,
Physics example
,
Texture assistant
AGP
quad
Posts: 1726
Re: keyframe and bones in 3ds max
«
Reply #3 on:
August 22, 2011, 04:55:13 pm »
Which one's incompatible, OgreMax or QTip? Because historically, Darren, who writes QTip, has always been willing to recompile it whenever I asked him to. So you could try e-mailing him.
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keyframe and bones in 3ds max