How do i set up an animation in 3dsmax?

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ro_sauce

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Sep 26, 2007
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i'm having trouble exporting animations using 3dsmax, actorx, and unrealed2.5.

how do i properly set up an animation in 3dsmax2010 so that actorx will export the mesh and animation to psk/psa?

i've googled the hell out of this, but havent found anything clear cut that explains how to set the animation up so that actorx will recognize it and export.

so far i've tried the vertex animation tutorial by angelmapper using 3ds2unr, and that didnt work even though i followed it to the letter.

i've opened the 9mm rigs, and tried to set it up like those, childrening everything to the root bone and eachother (like this: root bone(parent)->gun->gun slide->point helper, etc) then autoframeing and snapshotting the animation, but that didnt work either.

i'm trying to animate a gun, but i think for now i just need to learn how to set everything up properly, so now i'm trying to do just a decoration.

how exaclty do i set up an animation that actorx will export and that unrealed will import?
also, how do i put emitters on an animation?
 

PH☢NE

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Feb 1, 2011
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add Me on Steam and I can teach you everything, name is gordsang1994 (from sorrow)
 
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ro_sauce

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ok i added you (commiejoe).

i dont have internet at my house (i'm at the enumclaw library) so we probably wont chat but maybe once a week or so, but if you have any good tutorials that explain the whole process (animation setup in max->importing->creating deco actor->animated mesh that works in map) that would be great
 

ro_sauce

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so can someone just maybe link to a good tutorial that explains how to set up an animation in 3dsmax that will actually import into kfed/ued25?

all i need to know right now is how do i make a cube move or a tarp flap, something simple, what bones link to what, etc, if i can find out how to just do something simple, then can go from there.
 

braindead

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so can someone just maybe link to a good tutorial that explains how to set up an animation in 3dsmax that will actually import into kfed/ued25?

all i need to know right now is how do i make a cube move or a tarp flap, something simple, what bones link to what, etc, if i can find out how to just do something simple, then can go from there.

[url]http://udn.epicgames.com/Two/ActorXMaxTutorial.html[/URL]

This should be everything you need
 

ro_sauce

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well, you'd think this would be the most helpful part:
spoiler (i dont know how to do that)
Always make sure that everything in the scene belongs to a single hierarchy. Delete all placeholder objects and any other helper elements that are not part of the mesh.
3DS Max is very flexible as to what makes up a bone in a skeleton - by default, all regular bones as well as all proper parent-child relations linking geometry, dummies, and even point helpers (since ActorX plugin version 2.14) will be interpreted as skeletal bones by the exporter, as long as they make up a single hierarchy.
Be aware of the axes and orientation: on export from Max, the Y-coordinates of the mesh get their sign flipped to comply with Unreal's handedness (relative orientation of axes.) So, if in Max, the Z axis is up, a character faces down the X axis, and the Y axis points into the screen away from the viewer, should turn into a mesh facing down X, Z being up, and Y pointing towards the viewer - provided no additional mesh properties like rotation or negative scalings are applied in the editor.
Multiple materials can be used in the scene. They will end up as multiple material slots in the final mesh, and the order will be arbitrary by default, unless you force it by appending "skinXX" tags to the names of the materials - i.e., if the material names are Body and Head , renaming them to Body_Skin00 and Head_Skin01 will tell the exporter to obey that order when creating the .PSK file. You are free to use both individual and "multi-sub" materials. When using the latter, simply put the desired skin order tags on each sub material. This not only affects the order of slots for skeletal meshes, but can be used to influence rendering order as well.



unfortunately i've tried this, and it still doesnt work.


i can export the helicopter(westlondon) and open it in 3dsmax, and then actorx export it to psa/psk and import into anim browser and code it to a deco, unfortunately anything i make, trying to copy how the bone hiearchy/links are in the helicopter (and what they say in the tutorial) DOESNT work in the anim browser, everything seem to export fine in actorx and imports into kfed, but nothing plays due to me not knowing how to set up an animation properly, since there's NOTHING out there that explains what setup will import into ued2.
 

ro_sauce

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Sep 26, 2007
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yes i know, thats not the problem if i'm already able to import an animation that has already been made, what i need to know is how to do the animation ITSELF in 3dsmax. from scratch. all the steps necessary.

i'm able to import correctly set up animation (the postalbabes) i just cant make animations myself.
YouTube - cvt KillingFloor 2011 02 19 14 41 25 26
 
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