Battlezone Universe

Battlezone Universe => Battlezone 2 => Maps and Modding => Topic started by: TheJamsh on October 06, 2007, 04:26:38 AM

Title: 3D studio max r3...
Post by: TheJamsh on October 06, 2007, 04:26:38 AM
avatar... you know that tutorial on fishdotxsi? the program is 3d studio max r3 yeah?

where can i get it? now maybe i can create some of my own models instead of using everyone elses...

thanks
Title: Re: 3D studio max r3...
Post by: Lizard on October 06, 2007, 04:36:01 AM

you mean this tutorial ?

http://fishdotxsi.bz2md.com/model.htm
Title: Re: 3D studio max r3...
Post by: TheJamsh on October 06, 2007, 04:42:33 AM
yeh thats the one!

simple i know buta good palce to start
Title: Re: 3D studio max r3...
Post by: Nielk1 on October 06, 2007, 12:11:08 PM
It's not easy to find old software.  As always, try ebay or google.

I have a later version of max (not mutch) and the exporter doesnt work right, it killz animations!
If you get r3, I'm ganna start sending you things I want in .xsi format but animated!
Title: Re: 3D studio max r3...
Post by: TheJamsh on December 28, 2007, 07:43:55 PM
will r3 do the animations properly with the pandemic exporter?
Title: Re: 3D studio max r3...
Post by: TheJamsh on December 29, 2007, 10:28:03 AM
file > export :D

maybe :S
Title: Re: 3D studio max r3...
Post by: bigbadbogie on December 29, 2007, 04:26:03 PM
how are we supposed to 'learn' how to do it if you wont teach us dx??
Title: Re: 3D studio max r3...
Post by: Angstromicus on December 29, 2007, 05:23:10 PM
I have a copy on my old computer. If only I could transfer it to my new one. Though, it seems that 3ds max 8 works just as well as 3ds max 3 for BZII modeling. Actually r8 seems a bit easier to use. Though, does r3 support animation of vertexes? I know r8 does not, it only supports rotational and positional animation - not individual vertexes (sorry if my terminology is a bit "dry" but it's been a while since I've used 3ds max).
Title: Re: 3D studio max r3...
Post by: Warfreak on December 29, 2007, 06:13:26 PM
DX, i suggest a video tutorial................ I'd make one if someone asked ,but i dont know how to get animations to work :-P
Title: Re: 3D studio max r3...
Post by: Warfreak on December 30, 2007, 09:56:17 AM
VIDEO TUTORIAL...............yo uknow, so we can see everything you are doing.......(and if you have a mic you can narrarate it aswell)

Its hard to learn form something already made..............YOU DONT KNOW HOW IT WAS DONE!!!!. :-D
Title: Re: 3D studio max r3...
Post by: Avatar on December 30, 2007, 01:53:46 PM
First of all, the Pandemic exporter exports animations every time...  I guess I don't understand what the issue is there, and exporting is as easy as File>Export...  no issues that I've ever seen.

As to vertex animation all versions of 3DSMax support this, it just doesn't make it through the exporter.  Only Softimage, for which XSI is the native format, can vertex animate an object for BZ2.  Again, this is not a Max thing, it's an exporter thing.  Someone could write an exporter that does pass through vertex animation if they wanted to...

As to making game objects Max is very easy to use, and 99% of the program won't be touched in doing so.  That's why I thought GMax was such a cool thing, boiling out just what you need to make a game object.  Too bad it seems to have died out so quickly...

Finally, there are several illustrated tutorials to get you going.  I swear I did one on making a simple tank, and pretty sure there's a walker one out there also...  after that nothing beats just getting in there and trying things for learning a package.

-Av-
Title: Re: 3D studio max r3...
Post by: anomaly on December 30, 2007, 02:02:38 PM
The simple tank tutorial is on fish.xsi but the walker one isn't.  I would really like to see that walker tutorial if you have it.
Title: Re: 3D studio max r3...
Post by: VSMIT on December 30, 2007, 02:12:21 PM
http://fishdotxsi.bz2md.com/animate.htm (http://fishdotxsi.bz2md.com/animate.htm)

This is a link to the animation tutorials.  Both of them are by Avatar, the walker-type tutorial is the second, at the bottom.

VSMIT.
Title: Re: 3D studio max r3...
Post by: anomaly on December 30, 2007, 02:24:45 PM
Thanks, guess I missed it before.
Title: Re: 3D studio max r3...
Post by: Warfreak on December 30, 2007, 02:34:48 PM
0_o, that clock button was there the whole time?

maybe the animations will work now....................

Um, Avatar, if i post a pic can you pint out the animate button? cause i cannot find it....... :|
Title: Re: 3D studio max r3...
Post by: bigbadbogie on December 30, 2007, 02:58:18 PM
dx...? you still havent explained how to export animations using the pandemic exporter in newer versions of 3dsmax
Title: Re: 3D studio max r3...
Post by: Avatar on December 30, 2007, 03:03:52 PM
The Pandemic exporter doesn't work with newer versions of Max.  You have to grab the new exporters, maybe made by Dummy?, that are posted on the map sites.  Sorry, I'm linkless...

The animate button in R3 is a big square one in the lower right corner of the screen.  You can't miss it... 

If someone saved the tutorial I did, and I think it used to be on Fish.xsi, then it'll show you in detail how it all works...

Ah, here it is:

http://fishdotxsi.bz2md.com/model.htm

-Av-
Title: Re: 3D studio max r3...
Post by: Warfreak on December 30, 2007, 03:05:25 PM
I have one of Dummy's remakes. Works well 'cept for the fact i jsut found out how to animate correctly.

Does the animate button have a key as the image by any chance?

{edit} WHAAA, 3ds max 7 got rid of the button.......... :cry: :cry: :cry:
Title: Re: 3D studio max r3...
Post by: TheJamsh on December 30, 2007, 04:17:19 PM
i have R3 now... :D thanks to a certain someone being exceddingly helpful...

now when i get some time to learn the interface i can model meself!
Title: Re: 3D studio max r3...
Post by: Avatar on December 30, 2007, 06:05:25 PM
Max 7 got rid of the animate button?  Go figger...  there must be SOME way to set up an animation...  they probably just thought of a way to make it more obscure...

Actually the "Animation Rollout" is more useful than the Animate button, it allows you to set or remove keys by type (position, rotation, scale).

Looking back over this thread I see Lizard posted the link right at the beginning...  doh...  now I feel stupid.

Anyway, re-reading those animation tutorials I have two additions:

1. 1.3 and later will delete the MSH for you, IF you change the Skeleton XSI of an object.  It will NOT delete the MSH if you just change an animation...

2. I rarely apply an XFORM modifier to rescale an object anymore, instead I start out with a primitive, apply an EDIT MESH, and move the verticies myself after that.  Much more direct and easier to deal with.  I also use the primitive just to give me someplace to start, after that I build the faces directly myself.

-Av-
Title: Re: 3D studio max r3...
Post by: Warfreak on December 30, 2007, 07:32:46 PM
fund something that works like it.................... ITS THE............ *gets sniped by Autodesk employee who wants everyone to suffer :evil:*

(look down)_____\./
                        the auto key button, it works like the animate button ;D (for those who cant read that...........auto key button)

....................me and my imagination....... the Auto key button works the way that the Animate button would.
Title: Re: 3D studio max r3...
Post by: bigbadbogie on December 30, 2007, 08:00:43 PM
i have 3dsmax 7 - i have the correct pandemic exporter - i know how to animate - when i animate an object and export it (with the animation box clicked) it will not export the animations
Title: Re: 3D studio max r3...
Post by: Warfreak on December 30, 2007, 08:15:06 PM
I used your tutorial AV, and l got was this...................

AnimationSet {
   Animation anim-left_engine {
      {frm-left_engine}
      }
   Animation anim-left_fin {
      {frm-left_fin}
      }
   Animation anim-right_engine {
      {frm-right_engine}
      }
   Animation anim-right_fin {
      {frm-right_fin}
      }
:cry: :cry:

{EDIT!!!!!!!!} I added keys to the scale animation lines AND IT EXPORTED!!!!!!!!!!!!!!!!!..........well, sortof

AnimationSet {
   Animation anim-left_engine {
      {frm-left_engine}
      SI_AnimationKey {
         1;
         3;
         0; 3; 1.000000, 1.000000, 1.000000;;,
         1; 3; 1.000000, 1.000000, 1.000000;;,
         2; 3; 1.000000, 1.000000, 1.000000;;;

      }

      }
   Animation anim-left_fin {
      {frm-left_fin}
      SI_AnimationKey {
         1;
         3;
         0; 3; 1.000000, 1.000000, 1.000000;;,
         1; 3; 1.000000, 1.000000, 1.000000;;,
         2; 3; 1.000000, 1.000000, 1.000000;;;

      }

      }
   Animation anim-right_engine {
      {frm-right_engine}
      SI_AnimationKey {
         1;
         3;
         0; 3; 1.000000, 1.000000, 1.000000;;,
         1; 3; 1.000000, 1.000000, 1.000000;;,
         2; 3; 1.000000, 1.000000, 1.000000;;;

      }

      }
   Animation anim-right_fin {
      {frm-right_fin}
      SI_AnimationKey {
         1;
         3;
         0; 3; 1.000000, 1.000000, 1.000000;;,
         1; 3; 1.000000, 1.000000, 1.000000;;,
         2; 3; 1.000000, 1.000000, 1.000000;;;

      }

      }
Title: Re: 3D studio max r3...
Post by: Warfreak on December 30, 2007, 08:31:37 PM
um, dont think the exporter worked as well as it should.............. I set rotation animations and for some reason I keep getting that very animation line for every fin animatio nfor that unit every time....
Title: Re: 3D studio max r3...
Post by: Nielk1 on December 31, 2007, 08:15:52 AM
I can never get animations to exposrt, even with every key on every frame on every type of animation.

Intristing note, if you import a bz2 model, you have to remove all the FRM objects and re link it all togeather or else it wont export. This is a problem when some of those parts have no mesh counterpart (walkers). I think it is because the XSI exporter wont handle dummy frames.

Can someone just write a step by step for the higher versions of max, since it is so finicky.
Title: Re: 3D studio max r3...
Post by: Warfreak on December 31, 2007, 08:44:23 AM
Ill figure out how to get this thing to work......... think im getting somewhere too. :-D

Ill make a VIDEO tutorial when i get the chance...... (and apps).
Title: Re: 3D studio max r3...
Post by: Avatar on December 31, 2007, 12:04:46 PM
Be very careful when 'animating'...  if you make a cube and 'animate' it by rotating it there is no real animatio there...

Everything 'moves' in relation to something else.  Without that reference there is no motion.

What I'm saying is at the very least you'd:

1. Make a cube.
2. Make another cube
3. Set the second cube as a 'child' of the first.
4. Move or rotate the second cube to create an animation.

NOW there's an animation there, since the second cube is moving in relation to the first.  BZ2 will show this, where it won't show anything you do to a single cube.

That's why many models have an HP_DUMMYROOT.  That provides the engine with a 'higher level frame', and everything else can be animated in relation to that frame.

***

In Max 3 Animation is something you turn on...  the  button goes red and stays red.  THEN you move things around at various time settings.  THEN you turn animation off and export. 

The Animation Rollout, otoh, is a toggle.  You move something, then hit the 'make key' for whatever you're altering (position/rotation/scale) to make a keyframe at that point.  You can also use it to see what type of key you've made, just click on an object with the animation rollout visible and the buttons will show you what type of key is there...  too often I animate something and, when checked, the rotation isn't there as a key.  This can make walkers do some VERY cool twists...

-Av-
Title: Re: 3D studio max r3...
Post by: Warfreak on December 31, 2007, 12:10:42 PM
Thats how auto keys works............ :-D

So, a dummy root you say, will try...

THXK AV'  :wink:
Title: Re: 3D studio max r3...
Post by: Avatar on December 31, 2007, 04:22:07 PM
You don't need to use a dummyroot, just make sure that whatever you want to animate is a 'child' of something else.  Make a tank body, make it the parent of the 'wings', and then you can animate the wings.  If everything is at the same level and there's no hierarchy, well, then you can't have an animation.  At least, not animated inside the BZ2 engine.  Max will show it just fine, but BZ2 won't.

-Av-
Title: Re: 3D studio max r3...
Post by: Warfreak on January 01, 2008, 09:24:08 AM
.............................. that would have been helpfull FIVE DAYS AGO!!!!!!!!!!!!!!

but, its nice for you to finally share.  :-D
Title: Re: 3D studio max r3...
Post by: Warfreak on January 01, 2008, 09:49:57 AM
strange............... tried to make a quickie "orbiter" animation with a sphere rotating around a sphere (jsut moves the sphere around the other sphere, not real rotation)

It came out wrong..............

}

AnimationSet {
   Animation anim-child {
      {frm-child}
      SI_AnimationKey {
         1;
         3;
         0; 3; 1.000000, 1.000000, 1.000000;;,
         1; 3; 1.000000, 1.000000, 1.000000;;,
         2; 3; 1.000000, 1.000000, 1.000000;;;

      }

      }
}

{edit} added scale animation, got this:


AnimationSet {
   Animation anim-child {
      {frm-child}
      SI_AnimationKey {
         1;
         3;
         0; 3; 0.613921, 0.613921, 0.613921;;,
         1; 3; 1.503100, 1.503100, 1.503100;;,
         2; 3; 3.428425, 3.428425, 3.428425;;;

Not exactly what i wanted, but its a start..............
Title: Re: 3D studio max r3...
Post by: Avatar on January 01, 2008, 10:14:23 AM
Quote from: Dx on January 01, 2008, 09:09:18 AM
Last i checked, 2 objects wont export animations, i had to use 3.
Dummyroot..
  parant...
    child....

The dummyroot seems to act as a controler but any top level object can be the controler.

Um... better check again.  Two is all you need for BZ2... at least if you're using R3 and the original Pandemic exporter.   This is about as simple as you can get, just two cubes.  No matter what you name the top level object (cube, hp_dummyroot) the child object animates:

xsi 0101txt 0032

SI_CoordinateSystem coord {
   1;
   0;
   1;
   0;
   2;
   5;
}

SI_Angle {
   0;
}

SI_Camera  Camera1 {
   -4.681479; 4.736986; 8.858665;;
   -0.145911; 0.062833; 0.049857;;
   0.000000;
   44.024410;
   0.100000;
   32768.000000;
}

SI_Ambience {
   0.043137; 0.043137; 0.043137;;
}

SI_Fog {
   0;
   0;
   0.157895; 0.225564; 0.270677;;
   20.000000;
   100.000000;
}

Frame frm-HP_DUMMYROOT {

   FrameTransformMatrix {

       1.000000,0.000000,0.000000,0.000000,
       0.000000,1.000000,0.000000,0.000000,
       0.000000,0.000000,1.000000,0.000000,
       0.000000,0.000000,0.000000,1.000000;;
   }
   Mesh HP_DUMMYROOT {
      8;
      -9.638555;0.000000;10.120481;,
      9.638555;0.000000;10.120481;,
      -9.638555;0.000000;-10.120481;,
      9.638555;0.000000;-10.120481;,
      -9.638555;15.421687;10.120481;,
      9.638555;15.421687;10.120481;,
      -9.638555;15.421687;-10.120481;,
      9.638555;15.421687;-10.120481;;

      12;
      3;0,2,3;,
      3;3,1,0;,
      3;4,5,7;,
      3;7,6,4;,
      3;0,1,5;,
      3;5,4,0;,
      3;1,3,7;,
      3;7,5,1;,
      3;3,2,6;,
      3;6,7,3;,
      3;2,0,4;,
      3;4,6,2;;

      MeshMaterialList {
         1;
         12;
         0,
         0,
         0,
         0,
         0,
         0,
         0,
         0,
         0,
         0,
         0,
         0;

         SI_Material {
            0.023529;0.525490;0.443137;1.000000;;
            0.000000;
            0.000000;0.000000;0.000000;;
            0.000000;0.000000;0.000000;;
            0.000000;
            0.000000;0.000000;0.000000;;
         }
      }

      SI_MeshNormals {
         36;
         0.000000;-1.000000;0.000000;,
         0.000000;-1.000000;0.000000;,
         0.000000;-1.000000;0.000000;,
         0.000000;-1.000000;0.000000;,
         0.000000;-1.000000;0.000000;,
         0.000000;-1.000000;0.000000;,
         0.000000;1.000000;0.000000;,
         0.000000;1.000000;0.000000;,
         0.000000;1.000000;0.000000;,
         0.000000;1.000000;0.000000;,
         0.000000;1.000000;0.000000;,
         0.000000;1.000000;0.000000;,
         0.000000;0.000000;1.000000;,
         0.000000;0.000000;1.000000;,
         0.000000;0.000000;1.000000;,
         0.000000;0.000000;1.000000;,
         0.000000;0.000000;1.000000;,
         0.000000;0.000000;1.000000;,
         1.000000;0.000000;0.000000;,
         1.000000;0.000000;0.000000;,
         1.000000;0.000000;0.000000;,
         1.000000;0.000000;0.000000;,
         1.000000;0.000000;0.000000;,
         1.000000;0.000000;0.000000;,
         0.000000;0.000000;-1.000000;,
         0.000000;0.000000;-1.000000;,
         0.000000;0.000000;-1.000000;,
         0.000000;0.000000;-1.000000;,
         0.000000;0.000000;-1.000000;,
         0.000000;0.000000;-1.000000;,
         -1.000000;0.000000;0.000000;,
         -1.000000;0.000000;0.000000;,
         -1.000000;0.000000;0.000000;,
         -1.000000;0.000000;0.000000;,
         -1.000000;0.000000;0.000000;,
         -1.000000;0.000000;0.000000;;

         12;
         0;3;0,1,2;,
         1;3;3,4,5;,
         2;3;6,7,8;,
         3;3;9,10,11;,
         4;3;12,13,14;,
         5;3;15,16,17;,
         6;3;18,19,20;,
         7;3;21,22,23;,
         8;3;24,25,26;,
         9;3;27,28,29;,
         10;3;30,31,32;,
         11;3;33,34,35;;

      }

   }
   Frame frm-Box02 {

      FrameTransformMatrix {

          0.999391,0.000000,0.034899,0.000000,
          0.000000,1.000000,0.000000,0.000000,
          -0.034899,0.000000,0.999391,0.000000,
          0.000000,37.896446,0.000000,1.000000;;
      }
      Mesh Box02 {
         8;
         -9.638555;0.000000;10.120481;,
         9.638555;0.000000;10.120481;,
         -9.638555;0.000000;-10.120481;,
         9.638555;0.000000;-10.120481;,
         -9.638555;15.421687;10.120481;,
         9.638555;15.421687;10.120481;,
         -9.638555;15.421687;-10.120481;,
         9.638555;15.421687;-10.120481;;

         12;
         3;0,2,3;,
         3;3,1,0;,
         3;4,5,7;,
         3;7,6,4;,
         3;0,1,5;,
         3;5,4,0;,
         3;1,3,7;,
         3;7,5,1;,
         3;3,2,6;,
         3;6,7,3;,
         3;2,0,4;,
         3;4,6,2;;

         MeshMaterialList {
            1;
            12;
            0,
            0,
            0,
            0,
            0,
            0,
            0,
            0,
            0,
            0,
            0,
            0;

            SI_Material {
               0.023529;0.525490;0.443137;1.000000;;
               0.000000;
               0.000000;0.000000;0.000000;;
               0.000000;0.000000;0.000000;;
               0.000000;
               0.000000;0.000000;0.000000;;
            }
         }

         SI_MeshNormals {
            36;
            0.000000;-1.000000;0.000000;,
            0.000000;-1.000000;0.000000;,
            0.000000;-1.000000;0.000000;,
            0.000000;-1.000000;0.000000;,
            0.000000;-1.000000;0.000000;,
            0.000000;-1.000000;0.000000;,
            0.000000;1.000000;0.000000;,
            0.000000;1.000000;0.000000;,
            0.000000;1.000000;0.000000;,
            0.000000;1.000000;0.000000;,
            0.000000;1.000000;0.000000;,
            0.000000;1.000000;0.000000;,
            0.000000;0.000000;1.000000;,
            0.000000;0.000000;1.000000;,
            0.000000;0.000000;1.000000;,
            0.000000;0.000000;1.000000;,
            0.000000;0.000000;1.000000;,
            0.000000;0.000000;1.000000;,
            1.000000;0.000000;0.000000;,
            1.000000;0.000000;0.000000;,
            1.000000;0.000000;0.000000;,
            1.000000;0.000000;0.000000;,
            1.000000;0.000000;0.000000;,
            1.000000;0.000000;0.000000;,
            0.000000;0.000000;-1.000000;,
            0.000000;0.000000;-1.000000;,
            0.000000;0.000000;-1.000000;,
            0.000000;0.000000;-1.000000;,
            0.000000;0.000000;-1.000000;,
            0.000000;0.000000;-1.000000;,
            -1.000000;0.000000;0.000000;,
            -1.000000;0.000000;0.000000;,
            -1.000000;0.000000;0.000000;,
            -1.000000;0.000000;0.000000;,
            -1.000000;0.000000;0.000000;,
            -1.000000;0.000000;0.000000;;

            12;
            0;3;0,1,2;,
            1;3;3,4,5;,
            2;3;6,7,8;,
            3;3;9,10,11;,
            4;3;12,13,14;,
            5;3;15,16,17;,
            6;3;18,19,20;,
            7;3;21,22,23;,
            8;3;24,25,26;,
            9;3;27,28,29;,
            10;3;30,31,32;,
            11;3;33,34,35;;

         }

      }
   }

}

AnimationSet {
   Animation anim-Box02 {
      {frm-Box02}
      SI_AnimationKey {
         0;
         4;
         0; 4; 0.999848, 0.000000, 0.017452, 0.000000;;,
         20; 4; 0.500000, 0.000000, -0.866025, 0.000000;;,
         40; 4; 0.500000, 0.000000, 0.866025, 0.000000;;,
         60; 4; 1.000000, 0.000000, 0.000000, 0.000000;;;

      }

      SI_AnimationKey {
         2;
         4;
         0; 3; 0.000000, 37.896446, 0.000000;;,
         20; 3; 0.000000, 30.249336, -0.000000;;,
         40; 3; 0.000000, 38.548248, 0.000000;;,
         60; 3; 0.000000, 37.896446, 0.000000;;;

      }

   }

}

Title: Re: 3D studio max r3...
Post by: Warfreak on January 01, 2008, 12:19:49 PM
Don't think i do........... yeah, i dont, only the Service pack 1 for 3DS MAX 7
Title: Re: 3D studio max r3...
Post by: General BlackDragon on January 01, 2008, 12:31:11 PM
explain to him how to get to that higharchy menu where you have rectangles with all the names of all the pieces, and u can drag lines inbetween them to order them to be off of one another. i cant remember how exactly cause i dont have 3ds max infront of me.
Title: Re: 3D studio max r3...
Post by: Warfreak on January 01, 2008, 01:14:44 PM
Thing is, I used the 3-layer link (child-parent-dummy) put all 3 types of animation, and the scale is the only one that exported...............
Title: Re: 3D studio max r3...
Post by: Warfreak on January 01, 2008, 02:04:39 PM
Write down your process................ I dont care hwo complicated it gets, WRITE IT DOWN......................
Title: Re: 3D studio max r3...
Post by: Avatar on January 01, 2008, 02:49:28 PM
If the exporter is the Pandemic one recompiled why are is there a 'process'?  The Pandy exporter is dumb simple, the only options are with or without animations and with or without vertex coloring.

What I'm asking is, is this a problem with the exporter for 7 or are you asking about how to set up the objects beforehand in Max?

-Av-
Title: Re: 3D studio max r3...
Post by: Warfreak on January 01, 2008, 02:52:10 PM
The before factor is what the 7 users want............. for some reason, conventional model making and animation doesnt seem to export......

I've used every bit of advice i got trying to get animations to work and the only ones that do are scaling sofar..........
Title: Re: 3D studio max r3...
Post by: Warfreak on January 01, 2008, 03:02:27 PM
0_o strange............ how did you get the motion tab to do that?.............(that may be the reason mine dont export...... you are using diffrent animation teqnique from way im doing mine)
Title: Re: 3D studio max r3...
Post by: Warfreak on January 01, 2008, 03:11:47 PM
no.......... look at diffrence between my model and yours.........in this .zip

Click Please
Title: Re: 3D studio max r3...
Post by: Warfreak on January 01, 2008, 03:30:16 PM
yep, must be in the animation tecnique......... I tried animation again and it didnt export while yours did.................
Title: Re: 3D studio max r3...
Post by: Avatar on January 01, 2008, 03:34:25 PM
Does Max 7 have the same 'rollout' groups that 3 does?  On the right hand side, in 3 at least, there's a 'wheel' that allows you to manually set a key.  Seems like the only way to know for sure that you're actually creating animation keys...

-Av-
Title: Re: 3D studio max r3...
Post by: Warfreak on January 01, 2008, 03:37:01 PM
I finally looked closely at Dx's model layout....... he uses TCB animation (whatever that means)

I use the 7 default (Bezier)

Well, im gonna see if im on to something, if not, Av you may want to llok at the screenshots i posted

Click Please

{edit} your fast Dx, i was posting when you did........... btw, remind me to make a tutorial after all this ;)
Title: Re: 3D studio max r3...
Post by: Warfreak on January 01, 2008, 03:50:05 PM
Theres gotta be something im missing here.............. I tried TCB animation and still got nothing to export............... hmmm might be doing SOMETHING wrong though as im basing this off of the .max Dx posted.

............. For some reason 7 doesnt make any TCB animations "pure"......... It makes a list and adds it to the list, so that the layout for my animaiton looks diffrent from DX's still............  If this doesnt go well, then i guess 3DS Max 7 has some diffrent way of doing this cause as of now, the way Dx has his model layed out seems only possible in Max 3
Title: Re: 3D studio max r3...
Post by: Avatar on January 01, 2008, 04:19:52 PM
Listen to me here...

You CAN assign a controller to create animation in Max but that WILL NOT EXPORT through the Pandemic Exporter.  If the exporters for Max versions above 3 are based on the Pandemic exporter then you don't want to do anything but manually move/rotate an object and keyframe it.  None of the fancier animation methods make it through the exporter.

That being said I have no idea what's being done to the Pandemic exporter, since dx says it's just being recompiled.  All I know is that the Pandemic exporter doesn't recognize controllers, vertex animation, or Max's bones system.

Setting a controller is a good way to do smooth, calculated animation.  For instance, you can create a circular 'shape', define it as a controller, and it'll cause an object to rotate IN MAX.  This does not make it through the Pandemic exporter in R3.

So, step by step to animate something:

Make a cube.

Make a second cube above the first.

Link them using the 'two cubes connected by a chain icon' (I see it in your pics, third from the left in the toolbar).  Link one to the other, making it a 'child' of the other.  Place the pointer over the child, hold down the left button, and drag to the parent.

Click on the 'child' cube.

In the 'Motion Rollout', under the 'PRS' section (Position/Rotation/Scale) click on 'Position'.  This makes a keyframe for the child cube for it's position at that point in the timeline.

Move the selector in the bottom timeline to the right, say, 50 ticks.

Move the 'child' cube up a little.

Click on 'Position' again, making another keyframe.  Notice that keyframed spots leave dark circles behind in the timeline.

Move the selector to the far right, last frame.

To make the first and last keyframes match perfectly you can select the dark circle on the timeline in frame 1 and hold shift down to copy/drag it to the last frame.

That should manually create an animation that 'should' export correctly.

-Av-

Just read Dx's info and that's interesting.  Looks like the Pandemic exporter CAN use controller-driven animation but only if all possible states are controlled by the controller.  This limits it a bit, but imho in the end it's far simpler and easier for game objects to just move the pieces yourself...
Title: Re: 3D studio max r3...
Post by: Warfreak on January 01, 2008, 04:23:22 PM
 :-)............. I got it......................

K, well I said i'd make a tutorial, here it is; the rough version


Alright everyone who has 3DS MAX 7, first thing is first, open up MAX.

From there make a box and 2 spheres.

link one of the spheres to the box and link the parentless sphere to the already linked sphere.

now, click the time configuration button and under animations set the length to 5.

now, click the "child" sphere (the sphere linked to a sphere linked to a box) and go under the motions tab.

From there click on the "position" dropdown list and click the assign controller button.

From there set the "TCB Position" on the list and click "ok"

Now, add a key to every frame.

Set the key values as such:

[key on 0] X = 0, Y = 0, Z = 0

[key on 1] X = 1, Y = 1, Z = 0

[key on 2] X = 2, Y = 2, Z = 0

[key on 3] X = 4, Y = 4, Z = 0

[key on 4] X = 8, Y = 8, Z = 0

[key on 5] X = 16, Y = 16, Z = 0

Now, diselect all objects............ (DO NOT MODIFY THE PIVOTS, we are jsut seeing if this will export)

Export the model as a .xsi.

Close Max and open the .xsi in notepad.

Go all the way down and there should be the numerical entries that we put in.


CONGRADS, exporting in MAX  7  :-D

Title: Re: 3D studio max r3...
Post by: Avatar on January 01, 2008, 04:27:16 PM
That seems like a very complex way of making an animation...  I prefer to just move and rotate pieces myself, hitting the 'position' or 'rotation' key buttons as needed OR just turning on 'animation' (yes, looks like it's a 'key' icon now but the same button) and doing it.

Anyway, glad it's figured out... 

-Av-
Title: Re: 3D studio max r3...
Post by: Warfreak on January 01, 2008, 04:33:31 PM
Actually, I used auto key (works the way you like AV :-D)

Just put the key typing thing so that people see that this method works fully...........

Just got to make sure that rotation works now  :-(
Title: Re: 3D studio max r3...
Post by: bigbadbogie on January 01, 2008, 04:39:40 PM
how do you link things?? (first nooby question of the year)
Title: Re: 3D studio max r3...
Post by: Warfreak on January 01, 2008, 04:46:29 PM
I didnt expect anyone to understand that text fully.

Im making a video tutorial atm, but you know the icon with 2 boxes and a chain in between them, thats the link button, select the object to be linked, click the link button, click on the "Select by name" icon (the one with a mouse and a list) and select the object you wish to link it to.
Title: Re: 3D studio max r3...
Post by: Avatar on January 01, 2008, 06:47:34 PM
I'm curious as to what advantage using a controller gives you over just positioning the pieces where you want them and making it a keyframe...  The controllers are nice for complex objects, but nothing in BZ2 (not even walkers) is anywhere near that complex.

Say you have a character's face with dozens of 'muscle groups'.  That's where the beziers come in handy, if I'm thinking of the right thing.  Using that sort of controller lets you make complex facial expressions 'by the number'.

For a game object all you usually need to do is rotate a little, move a little, and maybe keep track of the rotation in degrees (tells you at the bottom of the screen) to duplicate the motion, say, for the other leg...

Not that I'm complaining, just saying it seems a bit more complex than is needed...

Turn on the key, move the slider, rotate/move the object, move the slider, repeat until done.

-Av-
Title: Re: 3D studio max r3...
Post by: Nielk1 on January 01, 2008, 08:05:47 PM
The point for me is mute now because by Max wont start at all anymore.

I installed Portal (The Orange Box) and had to update my Video Drivers, and now, despite Repearing and a complete reinstall, I get a "The application failed to initialize properly (0xc0000142)" error. I tracked that number to mean that a DLL is missing or corrupted, but I have no way to find out what, where, or how.
Title: Re: 3D studio max r3...
Post by: bigbadbogie on January 01, 2008, 08:09:35 PM
reinstall max -- i have portal and my max is fine
Title: Re: 3D studio max r3...
Post by: Nielk1 on January 01, 2008, 08:12:02 PM
I did.

First I did a repair.

Then I did a reinstall.

Then I took it back out and removed it from teh entire PC, removing every registry and HDD reffernce.

Reinstall.

Error...
Title: Re: 3D studio max r3...
Post by: Nielk1 on January 02, 2008, 01:46:10 AM
Quote from: Avatar on January 01, 2008, 06:47:34 PM
Turn on the key, move the slider, rotate/move the object, move the slider, repeat until done.

Aparently that is the issue in later versions of max. It isn't that simple :roll:

I will reset my whole PC again sometime this week, I just have to move arouund about 500 gigs, and, buy more burnable DVDs.

Sometimes its good to take it all back to start and install things in a differnt order.

BETTER WORK :x
Title: Re: 3D studio max r3...
Post by: Warfreak on January 02, 2008, 08:29:04 AM
Well, got a video tutorial put together............. Shows how to motion animate a simple "orbit".........

Ill do a rotation and scale one later on... Should mention,  I know the .7z says 2mb, but the movie is actually a 150mb .avi.  :-D

Well here it is: Position Animation in Max 7 video Tutorial (.7z) (http://dodownload.filefront.com/9366877//0ca701313a41a284c92d4be21efa82da997bf1fbc88fe2028c9103a9f3f52bd4dee7976ea671e65d)

And a 28mb .zip version: Position Animation in Max 7 video Tutorial (.zip) (http://dodownload.filefront.com/9366923//0ca701313a41a284c92d4be21efa82da997bf1fbc88fe2028c9103a9f3f52bd4dee7976ea671e65d)

Its my first one, so it will be a little crappy :|
Title: Re: 3D studio max r3...
Post by: Avatar on January 02, 2008, 10:48:21 AM
Quote from: Dx on January 01, 2008, 08:54:13 PM
Avatar,
I do that alot too but still those controlers are what allows you to export so you use them reguardless.

The exporter also does bone animations but I never worked on it enough to figure it out, after all, this was used for DRII bone animations right?

No, at least not that I know of.  The bones shown in the BZ2 models are Softimage creations, with nodes and such.  Max 3's bones are totally different animals and look nothing like what I see in BZ2.  I never saw any bone helpers in any of the DR2 models I looked at, but then I only looked at some of them using the Pandemic viewer, which may not even show such things...  who knows...

As far as I know Softimage was used primarily to create the objects for both games.   I always got the impression the Max exporter was just to allow for Max creations to be used, or to humour someone on the Dev team that preferred Max.   

The bit you posted is very interesting, and I'd like to know if using a controller with 7 allows you to do vertex animation.   I'd also like to know if just keyframing a simple object also makes it into BZ2, like I'm doing with r3...  if it's the same exporter it seems like it'd work the same...

Anyway, the idea that the exporter can do more than I've seen is intriguing...  I'd like to find out more.  I wonder who wrote the exporter to begin with and if they're still around?  We could sic GSH on 'em...  :)

-Av-
Title: Re: 3D studio max r3...
Post by: Warfreak on January 02, 2008, 03:45:34 PM
Just a note, I tried to export a "deploy" animation for a turret, ingame the turret loops through the animation instead of stopping at the end like a turret should............... This probelm does not occur with it's fin animations.

Might just be me skrewing up again though.
Title: Re: 3D studio max r3...
Post by: Avatar on January 02, 2008, 04:28:30 PM
Both the first and last frame must be fully keyed...  so make sure your first and last frames have both position and rotation keys for anything that moves.  Otherwise when the animation is finished playing the unit will quickly 'snap back' to the undeployed position.

-Av-
Title: Re: 3D studio max r3...
Post by: Warfreak on January 02, 2008, 04:42:09 PM
k, Thanks Avatar.  :-D
Title: Re: 3D studio max r3...
Post by: TheJamsh on January 03, 2008, 06:19:18 AM
QuoteDo you want the bible in pdf?

haha..
Title: Re: 3D studio max r3...
Post by: Avatar on January 03, 2008, 07:07:26 AM
Quote from: Dx on January 02, 2008, 04:47:48 PM
Quote from: Avatar on January 02, 2008, 10:48:21 AM
The bit you posted is very interesting, and I'd like to know if using a controller with 7 allows you to do vertex animation.   I'd also like to know if just keyframing a simple object also makes it into BZ2, like I'm doing with r3...  if it's the same exporter it seems like it'd work the same...
-Av-

I think you're talking about "Morph target animation"? If so, the answer is yes, max 7 has a skin morph modifier. (although xsi will not export it) Do you want the bible in pdf?

Yes on the second part.

I was thinking more of applying a "Linked XForm" modifier to the verticies and animating it...    the 'morph' modifier will animate a morph from one form to another but I've found it a little strange unless it's the exact same object, with the exact same verticies, in which case you might as well just animate the verticies themselves.

"Linked Xform" is the manual way of linking verticies together to a sort of a controller (helper dummy, actually) and animating the helper to animate the verts.  This doesn't make it through the exporter, though...

Max is strange in that just about anything can be animated.  For a parametric modelling program (one that uses values to create objects) this is incredibly powerful, since you can animate anything from the basic parameters of the object to the verticies themselves to the UV mapping to the various cool modifiers you can apply.  This means you can do just about any sort of animation you want INSIDE MAX...

For game objects the problem is you're entirely dependant on the exporter used to get the object into the target game.  The idea that the Pandemic Exporter might export controller-driven animation at the vertex level even in r3 is exciting...  and I'm sure going to be looking at it over the weekend...  I'd love to be able to do Scion-like mesh animation, especially for the Ancient Hadeans.

-Av-