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Exporting 3Ds Max animations for Gamebryo

Started by September 10, 2007 12:55 PM
0 comments, last by kremvax 17 years, 4 months ago
Hi everybody I'm having problems when I try to export a 3ds max 8 animation to a NIF file (gamebryo format). It's quite an old eval version of gamebryo, v1.2, however I think it should be able to read exported animations but I can't figure out how to do that. The animation i'm trying to export is a very simple wave motion, created from a primitive plane converted into editable poly, and from which I translate on Z axis a set of vertex at different keyframes to render a basic wave effet. The animation runs well in 3ds max viewer and there is no error when exporting to NIF (or KF, I've also tried that) through the gamebryo plugin, however when rendered into gamebryo I just see a static wave. If I export some other kind of animations like simple texture UV-translations in the same scene, these animations are OK but the first one still doesn't move. So I wonder if i've missed some hidden option that would allow me to correctly export the animation. Does anybody know how to fix this, if ever it's possible? Thanks a lot in advance
All right, for those who could have the same problem, a solution is to use the "Morpher" modifier applied on the editable mesh/poly, and make the keyframes by using the morpher's channels

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