3DSMAX Character animation export

Post » Wed Mar 03, 2010 12:31 pm

Ok I've got 3dsmax 8, the civ 4 plugin, and niftools. I'm simply trying to export an animation. I set up my script as per this tutorial: http://www.silgrad.com/wbb2/thread.php?threadid=11103 and it exports without any errors, but it won't show in game. I tried forward and SpecialIdle as my animation but neither will show any result in the game. I exported over a working animation that used to work, so now it doesn't work. So its not my code or script or conditions, it was working great with a placeholder animation, it just doesn't show up.

I'm animating a biped I found on tesnexus that is supposed to match the beth skeleton.

Back in the day when I helped pioneer oblivion animations I just animated some bones... are bipeds not supported?
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Ben sutton
 
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Post » Wed Mar 03, 2010 10:37 am

I honestly don't know where to begin.

Firstly that tutoirial isn't about character animtions at all. I recomend just reading over saidenstorms tutorials instead of just following that one, That will cover many of the differences of skeletal vs scene animation exporting. There is actually another tutorial- sephiroth's, in which he use biped and imported bvh. search nexus. beyond that advice I can't help with specifics.

Secondly, Biped is not supported afaik. You can just convert biped to bones, including any sequences. then export to kf. So it is certainly possible to animate biped if that is what you really want.
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Lyd
 
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Post » Wed Mar 03, 2010 10:14 am

I honestly don't know where to begin.

Firstly that tutoirial isn't about character animtions at all. I recomend just reading over saidenstorms tutorials instead of just following that one, That will cover many of the differences of skeletal vs scene animation exporting. There is actually another tutorial- sephiroth's, in which he use biped and imported bvh. search nexus. beyond that advice I can't help with specifics.

Secondly, Biped is not supported afaik. You can just convert biped to bones, including any sequences. then export to kf. So it is certainly possible to animate biped if that is what you really want.

I used max to export biped animations into Oblivion before so I know its possible. If I remember right I had to hack the kf file with some command line utility theo wrote or something like that. I just don't remember all the procedures and was hoping it was actually easier than it was 4 years ago, not harder, lol. Saidenstorms tutorial didn't really make much sense and seemed to overcomplicate something that was easy I had done years ago. I'll do some more digging and hopefully remember or figure it out.

EDIT: Ok I'm getting close now, I needed the http://www.tesnexus.com/downloads/file.php?id=8447, that was the file that converts the civ anims to something oblivion can read... hopefully I'll have it working shortly :)
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kevin ball
 
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Post » Wed Mar 03, 2010 10:52 am

Well I found http://www.tesnexus.com/articles/article.php?id=143 and this one made sense, but I still can't get things to work right. I run the updatekf utility and it says invalid..... and doesn't modify my file, and the file right out of the civ 4 plugin will not work, I remember that much. Nothing says anything about the final dialogue settings so I wonder if those have anything to do with it? I might try updating some known good kf files to see if it works on them.

EDIT: I got it working. I had to download the kfupdater for fallout3 it seemed to work fine. Now for some fun animating.
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Rob Davidson
 
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Post » Wed Mar 03, 2010 8:19 pm

I used max to export biped animations into Oblivion before so I know its possible.

thought you were asking about something else.

the sequences are just sequences innit.
just not exporting biped to use as a skeleton. Which is what I meant by not supported. it was late when I wrote that, and when someone asks about biped support, that is usually what comes up, I just defaulted to that reply.
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Amie Mccubbing
 
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