  | | | max3 bones, animating rootbone problems, a solution. | max3 bones, animating rootbone problems, a solution. 2004-02-11 - By Pascal Auberson
Back Yes thanks Lucas, very useful.
Seeing as you seem to know quite a bit about the insides of the max exporter, have you come across any problems/solutions using ponytails?
We've got a model with one ponytail link which exports fine but when we have two links it messes up the vertices in the ponytail bit of the model.
Any ideas?
Thanks, Pascal.
> -- --Original Message-- -- > From: dir3d-l-bounces@(protected) [mailto:dir3d-l- > bounces@(protected)] On Behalf Of Paul Lemon > Sent: 10 February 2004 10:05 > To: dir3d-l@(protected) > Subject: RE: [Dir3d-l] max3 bones, animating rootbone problems, a solution. > > Thanks for posting this. much appreciated. > > Paul > > > -- --Original Message-- -- > > From: Lucas Meijer [mailto:lucas@(protected)] > > Sent: 09 February 2004 17:19 > > To: dir3d-l@(protected) > > Subject: [Dir3d-l] max3 bones, animating rootbone problems, a > > solution. > > > > > > FYI, > > > > I've been busy adapting the 3dmax w3d exporter for a client of mine. > > One of their biggest problems with it was that if you export a motion > > for a character, and the rootbone is translated in frame #1, that > > translation isn't applied to the rootbone in diretor, instead the > > inverse is applied to the rest of the skeleton. > > > > Most people tend to fix this by letting frame #1 containin a > > pose with > > the nontranslated rootbone, and then not display that frame > > in director. > > > > It turns out that the exporter doesn't look at the > > translation in frame > > #1, but it looks at the position of the pivot point of the group > > containing the physique'd model. This pivot point tends to be in a > > different position, depending on the pose the character has > > in frame 1. > > > > If you make sure that for each animation you make in max, you set the > > pivot point of the group to the same world coordinates as the other > > animations, you can animate the rootbone as much as you like, and > > properly switch between animations, without for instance the > > notorious > > sliding feet problem. > > > > Hope that helps someone, > > > > Lucas > > __ ____ ____ ____ ____ ____ ____ ____ ____ ____ > > Dir3d-l mailing list > > Dir3d-l@(protected) > > http://nuttybar.drama.uga.edu/mailman/listinfo/dir3d-l > > > > > ********************************************************************** > Copyright in this message and its attachments remains with us. This email > represents the views of the author, which may not be the views of the > Company. > > The information contained in this message is confidential and is intended > for the addressee only. If you are not the intended recipient of this > message please notify the sender and delete this message from your system > immediately. The unauthorised use, disclosure, copying, distribution or > alteration of this message is strictly forbidden. > > Please note that we reserve the right to monitor and read internal and > external e-mails. > > Although we have checked this e-mail for viruses, it is not guaranteed to > be virus free and it is your responsibility to scan the message and > attachments prior to opening them. We do not accept any responsibility > for the consequences of passing on any virus. > > ********************************************************************** > > > __ ____ ____ ____ ____ ____ ____ ____ ____ ____ > Dir3d-l mailing list > Dir3d-l@(protected) > http://nuttybar.drama.uga.edu/mailman/listinfo/dir3d-l
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