Product Chat (Alpha builds) / Models, animation and Import

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Reality Forgotten
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Posted: 28th Nov 2021 21:44
Alright,

a few questions for you all.

How are animations handled within GG Max? Do they require an armature or can they be vertex?

As an example: I have a building with one door as part of the mesh. I animate the door to swing open using vertex animation. Export the model as .fbx and bake the animation. In theory the object should import in to GG Max with the animation being recognized. am I correct in this assumption?

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granada
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Posted: 28th Nov 2021 22:21 Edited at: 28th Nov 2021 22:22
[href]http://[/href]This might help you out :

https://forum.game-guru.com/thread/223158

Dave
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Argent_Arts
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Posted: 28th Nov 2021 22:42
That thread is only dealing with my keyframed door animations. What the OP is asking is about using armature vs. vertex animations. However, I've tested simple animations with armatures, too, and they come into MAX just fine.
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Posted: 29th Nov 2021 05:29
Quote: "That thread is only dealing with my keyframed door animations. What the OP is asking is about using armature vs. vertex animations. However, I've tested simple animations with armatures, too, and they come into MAX just fine."


I followed word for word what you wrote in the referenced link but all it did was crash the editor as soon as I tried to load it in to GG Max.

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Argent_Arts
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Posted: 29th Nov 2021 05:42
Start with something very, very simple as a test. Create a cube. Create your keyframe at the start position. Move it to the next position and create your next keyframe. Nothing more. Then export as FBX and bring it into MAX. What happens?

BTW - there is nothing in the tutorial that I wrote that would cause MAX to crash.
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Posted: 29th Nov 2021 07:16
I followed it to the letter, not saying that your tutorial crashed the editor.

I'm curious as to the settings you are using for your .fbx export. That is the only thing that is going to be different.


Dave
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Posted: 29th Nov 2021 07:26
Here are my settings I use to export from Blender:



I hope this helps.
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Belidos
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Posted: 29th Nov 2021 12:40
Max should be able to handle bone oriented animation, and object oriented animation, but probably not unless it's change recently per vertex animation.
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42pixels
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Posted: 29th Nov 2021 17:25
Very helpful @Argent_Arts Thank you, I had something similar so it is good to know I was on the right track.
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