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Basic blocky character animation
show user profile  jeroliver
I've never done any character modeling, rigging, or animation. All my experience is with still models. I'll render image sequence "animations" using cameras moving on tracks.

For this particular project I've modeled a pretty basic character. he's a square for his head, a square for his torso and a square for his each of his arms and legs. Each shape is now an editable poly.

My 3D max file will be imported by someone else into "unity". They need my character to make slight movements. His arm will raise slightly, then back down. His leg will slide out to the side slightly, then back.

My co-worker said all she needs is the 3d max file with the animations within the files.

I have no idea how to do this or whether that's even possible. Like I said, all my animations are image sequence renderings that I put together in final cut pro.

What do I need to do? Is there a way to have an animation within your 3d max file?

Thanks!

read 538 times
12/19/2011 8:49:56 PM (last edit: 12/19/2011 8:49:56 PM)
show user profile  Mr_Stabby
http://download.autodesk.com/us/3dsmax/2012help/files/GUID-818205DD-D58A-495E-BD0C-DC69BDE8DAC-3012.htm


read 525 times
12/19/2011 9:15:11 PM (last edit: 12/19/2011 9:15:11 PM)
show user profile  jeroliver
thanks for the link.

I've got my head around all that. Like I said, I render animations. I've just never had to export a max file for someone else to use my animation. This is for a simple mobile app/game.

I thought I was going to have to start learning how to model, animate, rig etc. characters from scratch. Although I'm interested in this I just haven't been forced to learn it yet.

So here is what I did:
• modeled my basic character (low poly count)
• Set up a basic 30 frame animation (1 second, the character just needs to do a jumping jack)
• At the 15th frame my character goes spread eagle and then back standing straight.
• I downloaded the FBX plugin for max and exported an FBX file.
• My co-worker was able to open up my .FBX file in Unity and there it was. And the spread eagle animation worked.

A few things I should mention though.

• First, I get an error when I export from max to FBX "Non-Orthogonal Matrix Support" and some of my characters shapes look odd in Unity. Not a big deal for me at the moment but I'm still trying to figure that issue out.

• The maps went all haywire too. Some maps from within Unity "jumped onto" my model. Which, again, is not a problem. She replaced the maps in Unity.



read 514 times
12/19/2011 11:32:14 PM (last edit: 12/19/2011 11:32:14 PM)
show user profile  Mr_Stabby
the error message happens when your animated objects break orthogonality(is that a word? lol) like for instance when you scale something towards towards a vector that isnt parallel to xyz. such transforms are lost in the fbx format and forced into a regular matrix hence the funky shapes upon arrival

read 504 times
12/20/2011 1:50:15 AM (last edit: 12/20/2011 1:51:18 AM)
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