Character animation 3DSMAX and DirectX - exporting models
Hi, my friend is currently doing an animation for me in 3ds max and just asked me if i know if inverse kinematics export ok into directx .x format?
Now im a bit stumped as i dont know anything about 3dsmax, only software. My understanding is that bones are defined in .x file, and the animation controller in the directx api will interpolate between keyframes which are defined in the .x file. (which define position, scale and rotation for each joint at some point in time)
Now i believe the model can be animated using inverse kinematics also in 3dsmax, which i presume makes the model look much more life like. However, when we come to export, will 3dsmax exporter take this animation and generate the key frames with the positions/scale/rotations at points in time as required by directx?
Any pointers to avoid possible pitfalls, or links to any tutorials very much appreciated.
Cheers,
Chris
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