3dsmax exporting biped to bones
Hi we are having a little problem :) Our artist is used to create animation using biped in 3dsmax , but the game engine requires the exported model to be in bones, as probably most of the formats out there. So is there any way it can be easily converted ? Thank you for any help.
Quote:
Original post by DMINATOR
Hi
we are having a little problem :)
Our artist is used to create animation using biped in 3dsmax , but the game engine requires the exported model to be in bones, as probably most of the formats out there.
So is there any way it can be easily converted ?
Thank you for any help.
just tell him to learn bones, it is a skill that he will need more than once in the future.
as for your question, sorry but i learned animation from bones, never touched biped.
-------------------------Only a fool claims himself an expert
yes, he should learn bones. biped isnt very good and not every engine supports it. besides, bones are better as you can make every shape with it(not sure if with biped too but bones are better)
Biped is just bones, with certain properties associated with it. Its just a pre-made rig, same way as if you used Final Rig or anything like that.
First, I'd try exporting using bones, and see if it works. If it does, look at other 3dsmax exporters for other formats, most support both biped and bones. If it doesn't, your problem has nothing to do with the biped.
Its important to understand what a 'bone' is. It is merely a helper object that drives animation and the real mesh is bound to. Bones can be boxes, or spheres, or anything, really, we just use 'bones' as premade objects because there are already alot of shortcuts that make rigging and animating with them much easier (as opposed to having to move pivots and vertices and all that manually).
If you have bone support, you are a short step away from biped support (or have it already).
First, I'd try exporting using bones, and see if it works. If it does, look at other 3dsmax exporters for other formats, most support both biped and bones. If it doesn't, your problem has nothing to do with the biped.
Its important to understand what a 'bone' is. It is merely a helper object that drives animation and the real mesh is bound to. Bones can be boxes, or spheres, or anything, really, we just use 'bones' as premade objects because there are already alot of shortcuts that make rigging and animating with them much easier (as opposed to having to move pivots and vertices and all that manually).
If you have bone support, you are a short step away from biped support (or have it already).
-------------www.robg3d.com
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