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Vertex animation.... any ideas (3dsMax)

Started by Warfreak, May 24, 2008, 04:56:21 PM

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Warfreak

I KNOW i found something of the sorts on FishdotXSI before, i jsut never tested it....

So, in hopes that we may still have a chance at "organic" animation, does anyone either have a good idea of how to do it (and get it to export) or know where a copy of that page from the FishdotXSI website may be lurking.

Thanks a bunch.  :-D

BNG Da BZ Fool

Don't know about max, but blender and gsl both appear to support vertex animation. Other then that don't really have a clue how it works. You might try a web search for max tutorials as I understand some peeps have done some awesome stuff using python and maxscripts to work around things.
When I'm not in hot water with the community I'm usually making models for BZII. I've made a few models for other peeps. BNG.

bigbadbogie

vertex anims are actaully quite easy in max - the only problem is that they wont export with the xsi exporter

the scion ships were made in softimageXSI and use a special type of vertex animation unique to that program - basically, unless somebody makes a new exporter that exports softimage style vertex anims from max, we are screwed
Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com

OvermindDL1

Supposedly B3D should, just needs to be tested and cleaned up so it works correctly.

Generated by OvermindDL1's Signature Auto-Add Script via GreaseMonkey


bigbadbogie

you are the resident programmer... any chance of a max vertex anim exporter OM??
Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com

Nielk1

If he can get the source for the current one.

Click on the image...

Avatar

As stated in other threads along these lines, according to dx the Pandemic exporter for Max 3 DOES export vertex animations when done with the proper controller.

I haven't tested this, so feel free to do so...

-Av-

Warfreak

Well, Heaven forbid that we will ahve to reset the defaults of 3ds Max 6 and over liek last time.......

I know I found somewhere the exact controls to experiment with, Xform i think it was, something liek that.....

Avatar

I'm certain Linked XForm doesn't make it through the Pandemic exporter...  I'd have some beautifully animated walkers if it did...

Apparently you have to assign a controller to sets of verticies, animate them, and it'll make it through...

or something like that...  :)


-Av-


Nielk1

I changed by default controller to TCB for normal movements, is that the one we can use for vertex ones?

Click on the image...

bigbadbogie

Others would merely say it was good humour.


My BZ2 mods:

QF2: Essence to a Thief - Development is underway.

Fleshstorm 2: The Harvest - Released on the 6th of November 2009. Got to www.bz2md.com for details.

QF Mod - My first mod, finished over a year ago. It can be found on BZ2MD.com

BNG Da BZ Fool

#11
Are vertex animations handled the same way by the KFE? Also, is scaling a vertex function? Just wanted to know as gsl works with vertex animation as I've seen in the output files of the x exporter it uses.

The KFE it supports has quite a few options for recording stuff like texture, bump, color, surface, invisible, etc. I disabled most of them, but do currently use kinematics, move, and rotate enabled. Scale, was disabled as someone said that bz2 doesn't handle this option.

Also, noticed that studying the files in a text editor is helping me to understand animation entries a bit more. Copy and paste operations are proving very useful for moving things around in a model file. For example, copying the animation section from an x2xsi file to the threed version will allow an animation to occur. Still trying to do the same thing only in this copy operation i'm atempting to get the texture section from the threed version into the x2xsi version as it won't show any texture.
When I'm not in hot water with the community I'm usually making models for BZII. I've made a few models for other peeps. BNG.

Nielk1

The only way to scale in BZ2 is with vertex animation.

Click on the image...

BNG Da BZ Fool

#13
Now i'm really confused...does that mean that i should enable the vertex option? I think MTS said something to the effect that the scaling entry in one of my xsi text files had no meaning to the bz2 engine. N1, could you elaborate a bit more more about what you mean as far as vertex animation is the only way bz2 using scaling? Tanks, BNG.
When I'm not in hot water with the community I'm usually making models for BZII. I've made a few models for other peeps. BNG.

Nielk1

Scale type animations are not used by the Battlezone 2 engine.
Two simulate a scale animation, you must take each vertex of the object and move it away from the center. The issue with scale animations is, if BZ2 did use them, should it also scale child meshes? should it scale from center or from origin? It was a lot simpler to just rely on vertex animations since they had them.

Click on the image...