Product Chat / [SOLVED] Animated Objects in GG from 3DSMAX

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Teabone
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Posted: 1st May 2019 03:44 Edited at: 1st May 2019 03:48
Hi everyone, im in need of some assistance with something that was once second nature for me but now I have completely forgotten how to accomplish. I've been working with static unanimated meshes for so long the last couple of years that I've actually forgotten how to get an animated mesh to animate within Game Guru.

I'm currently and have always been using 3DSMAX 2012 with the Panda X exporter to create my .X files. I have in the past been able to create animated objects and have them reflect in Game Guru. However I'm not having any luck as of recent trying to do the same.

I'm currently working on animating a box of Jelly basically, and its looking and working great in 3DSMAX. Originally I was using modifiers like Melt and then moved on to just moving around vertices points and animating that. However I decided to do the extra hard work of going with i know worked best with GG and that would be creating bones and skinning the mesh to the bones and animating the bones from there. This has worked out marvelous for me however, is not working in Game Guru. LUA is detecting the anim-1 1-100 frames however its not playing out the animation. Even with the animation finder lua script provided with GG.

So I'm curious if anyone knows how to get animated meshes in 3dsmax to work in GG? I'm assuming my .X export settings are incorrect or should I being using a specific shader in GG for this?





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Teabone
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Posted: 1st May 2019 03:56 Edited at: 1st May 2019 03:57
Okay I changed the settings to in image/tab 3 to use key frame sequence and i added the shader: effect = effectbank\reloaded\character_basic.fx

and this has made the object animate within Game Guru. However its completely warped yet in 3dsmax its not. I think I will have to play around with the skinning settings and what not. I'm quite new to organic animations and rigging for GG.
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Pirate Myke
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Posted: 1st May 2019 08:29
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Try using Position, scale, rotate instead of matrix. Key sequence instead of ticks also.
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OldPMan
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Posted: 1st May 2019 08:39 Edited at: 1st May 2019 08:40
I use these settings from the images in the attachment, never had any problems.
I also do not just "export", I do "export selected"
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Bored of the Rings
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Posted: 1st May 2019 08:56 Edited at: 1st May 2019 09:20
I use bond1's exporter for 3ds MAX 2012/2013 etc. I found it works better (well for me anyway).

https://bond3d.000webhostapp.com/kw-x-porter-for-3ds-max/
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Posted: 1st May 2019 13:33
I use bonds one when I can.
It does work better.
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Teabone
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Posted: 1st May 2019 15:16 Edited at: 1st May 2019 16:13
You guys rock! Everything is working perfectly now. I also started using editable polys which seems to have also helped.

Also had no idea about Bond1's exporter being around.

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Posted: 1st May 2019 15:56
I use Bond1 exporter too, just download the version than match with your Max version (max 2012).
Remember don't use ticks as Mike point to above.
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Bored of the Rings
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Posted: 1st May 2019 16:04
yes, on the bond1 web page it shows you the settings to use, see pic below:

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Teabone
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Posted: 1st May 2019 16:13
One more question however, do you have to UV map your map prior to adding bones and rigging? I'm finding if i UV map the mesh after its already rigged, it doesnt take affect when bringing it into GG and the texture isn't on right. Perhaps i should reorder my workflow better.

I'm just very glad to see the object animating properly in GG. Exciting times. Going to start making some monsters and traps now.
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3com
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Posted: 1st May 2019 18:38
@ Teabone
I just usually use bone + rigging with chars, or with something like animate flag, due X file does not preserve animations done via cloth/mcloth modifiers amoung others, on this case I assure the skin modifier being the firts, in the modifiers tab list.
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Teabone
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Posted: 1st May 2019 19:55 Edited at: 1st May 2019 23:09
My UV maps while they are working in 3dsmax they dont seem to retain over to GG or during the X export.

If i export non-animated everything works fine. Does anyone know what might be the issue with animations and UV maps?

I have my skin modifier at the first at the top.
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rolfy
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Posted: 1st May 2019 20:21
You can only have one modifier on the stack with .x export, this will be the skin modifier. collapse all others such as uvw, best to reset xforms and then add skin.
Teabone
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Posted: 1st May 2019 23:12 Edited at: 2nd May 2019 00:16
Thank you guys so much. So its just one modifer that the x export process supports. This answers many year long questions for me with other models I've worked on.

I have right clicked the UV Map modifer and collapsed it so that only the Skin mondifer shows. It works great now in GG.

My next issue is my animated model's transparency in the FPE (which is set to 4) is no longer working now since animation is now. I've even tried giving it the character transparency shader and changing up the opacity of the alpha channel of the DDS in photoshop.

Not sure what I'm doing wrong?

Following 2 images is how its support to look, and up close in game its semi-transparent




Now it looks like this (with animations):


Does Game Guru perhaps not support semi-transparent animated entities?
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3com
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Posted: 2nd May 2019 03:19
This thread might help
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Teabone
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Posted: 2nd May 2019 06:29 Edited at: 2nd May 2019 06:32
Thanks though my model works 100% perfect with the transparency with the proper DDS alpha supported compression and looks great in Game Guru. However it will not work with an animated .X file. I'm curious as to why or maybe Game Guru simply just doesnt support animated meshes with blended alpha transparencies?

I think what I need is a supporting shader for this. I've used character transparency and that is not working with the blended alpha channel.
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Posted: 2nd May 2019 19:08
interesting I will have a play see what I come up with
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Posted: 2nd May 2019 21:21
ok after messing around and trying different things I think this is what you are after



all you need to do is use apbr_animwithtran.fx shader in your FPE I also set transparency to 6 not 4
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Teabone
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Posted: 3rd May 2019 01:39 Edited at: 3rd May 2019 01:47
Man this is wonderful its working great!

I'm controlling the opacity level now with the alpha channel layer in photoshop. Does this shader only work when PBR is enabled, that you know of?
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GraPhiX
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Posted: 3rd May 2019 06:59
its a PBR shader so I assume it will only work in PBR, try it see what happens glad you are sorted
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