Forum Groups
  All forums
    Help & Feedback
      Questions
      Work in progress
      Finished Art
      Non-Max related
    Community
      Offtopic
      News
    Hardware
    Photography


Featured Threads
  inspiration alert!!!
(36 replies)
  Indespensible MaxScripts, Plugins and 3rd Party Tools
(37 replies)
  The allmighty FREE Resources Thread !
(17 replies)
  spam alert!!!
(4886 replies)
  Maxforums member photo gallery index
(114 replies)
  Maxforums Member Tutorials
(89 replies)
  three cheers to maxforums...
(240 replies)
  101 Things you didnt know in Max...
(198 replies)
  A Face tutorial from MDB101 :D
(95 replies)
  Maxforums.org Members Gallery
(516 replies)
  SON OF POST YOURSELF
(637 replies)
  Dub's Maxscript Tutorial Index
(119 replies)

Maxunderground news unavailable

Scaling Character, biped with animations
show user profile  GoneNuts
I have a character with a biped including animations which some one else has done in max.

I am using max 2008 and I would like to reduce the scale of the character and biped so that the animation still works correctly.

Can this be done ?

The character itsself is about 4 times too big for the game engine I am using. I am not a expert I am just playing around and learning. Trying to get the feel for game development.
read 526 times
3/14/2009 12:15:05 PM (last edit: 3/14/2009 12:15:05 PM)
show user profile  NLGFX_ger
thats indeed a very hard task... especially with max. I am still looking for a reliable way to do this - if there is any LOL

however, I'd suggest that you model and rig everything with the correct and uniform scale whenever you do anything for games as this is extremely important here.

If nothing else helps - save your animations into a bip file, reset the rigging, scale down the character, make sure that the object space and world space scaling is the same on it's geometry and rig it again. I know, its bloody painful, but if nothing else helps... then load up your old bip animations from the previous model. That should work then...
----------------------------------------
www.nextlevelsimulations.com
www.nextlevelgfx.de
skype: oli_at_home
read 518 times
3/14/2009 12:46:56 PM (last edit: 3/14/2009 12:47:27 PM)
show user profile  GoneNuts
Thanks NLGFX_ger for your reply.

The animations are already in a eported format but its a .amin file is this o.k?

Or would I have to export the animation to bip but how would I do this ?

So the animations will work even if change in the biped and scale down the character.


read 507 times
3/14/2009 2:00:56 PM (last edit: 3/14/2009 2:00:56 PM)
show user profile  NLGFX_ger
well, the key issue is - if you can import the animations into a freshly rigged mesh/bipod then your safe... .bip will work within max - not sure about the format you've stated... it depends on if the animation data is relative to your biped or relative to world scale/coordinates. If you, then it will not work...

just go and test it ;)
----------------------------------------
www.nextlevelsimulations.com
www.nextlevelgfx.de
skype: oli_at_home
read 497 times
3/14/2009 2:37:45 PM (last edit: 3/14/2009 2:37:45 PM)
show user profile  Dejitarujin
There has to be a better way than that, that's nothing short of unacceptable. How do you propose to have a character change in scale within an animation with those limits? It's been done, so another way must exist.
~~~
Specialty: Non-organic modelling and effects.
Setup: 3D Studio 2010 with finalRender.
Rig: No, no I can't.
read 487 times
3/14/2009 3:51:57 PM (last edit: 3/14/2009 3:51:57 PM)
show user profile  NLGFX_ger
well, I am very keen to find out a way that works ;) this has been a common problem with 3dsmax ever since...
----------------------------------------
www.nextlevelsimulations.com
www.nextlevelgfx.de
skype: oli_at_home
read 481 times
3/14/2009 4:14:00 PM (last edit: 3/14/2009 4:14:25 PM)
#Maxforums IRC
Open chat window


Support Maxforums.org