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Thread: 3DSMax and tool tutorials

  1. #1
    alin's Avatar Campidoctor
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    Jun 2004

    Default 3DSMax and tool tutorials

    An tutorial for understanding of the skin modifier.

    I will not go in to the advance part of the skin modifier just some basics wich you can use to link vertexes to the bones you wan't, the advanced parts are not needed for the models you need to implment in the game.First there must be known that game needs that every vertex must have one bone weight.

    1-Asign the skin modifier to the model.

    2-Press the add button, here you can add the bones that are needed for the model.

    3-Select the bones you wan't and then press the selcet button.

    4-Press the Edit Envelopes button and select the vertices, then deselect the Envelopes and Cross Sections since they aren't needed here and can be disturbing.

    5-Select the vertexe's you wan't in the viewports.

    6-After you have selceted the vertexe's scroll down and press the weight table button.

    7-Here You can link the vertex's to the bones you wan't, down you can make the program show the vertex after 3 ways: all vertexs, selected vertexs and selected bone(the vertexes that are linked to the bone you selected).Select the selected vertexs to be shown.

    8-Then select the all vertexs that are shown, just like you have selcted the bones before.

    9-After that go to the bone you wan't them to be linked and drag the mouse on the bone you wan't from left to right until the vertexes have reached one bone weight. And you repeat this until every vertex has been linked to the bones.

    Also sometimes when you have made some changes to the model and the skin modifier is aplied you can select riqid wich will aproximise the vertexes to have one bone weight. But sometimes this will not work and set the vertexes and in the game they will apear some wired effects in the animation because the vertexes are set to the wrong bones.
    Last edited by alin; June 02, 2015 at 02:12 PM.

  2. #2
    alin's Avatar Campidoctor
    Join Date
    Jun 2004


    An tutorial for learning how to make new animations.
    Use XIDX to extract the animations on wich you will need to work on.

    1-First import and model on wich you wan't to create the animation, it doesn't matter what type of unit it is, but i suggest an model type wich is based on the same category of the animation.

    2-After you have imported the model go to the script and open an animation wich you wan't to use for your new animation, i work this since it's easier than creating an new animation from scratch.

    3-Now i will show some basics that are used for creating animations.
    First you can set the frames of the animation, just click on the button.

    To change the number of frames just change the values in the "frame count" panel. Here you can also set the speed of the animation seen in max when you wan't to play the animation in max, just go to speed to see the options.
    When you select an bone you can delete the bone moves in what keys you wan't, just select the frames you wan't that the bone moves to be deleted and right click on them and then you can choose to delete what keys you wan't.

    Note that the animations are simple .cas files,contain only the bones in it without parts of the model, altough max suports models animation just by moving parts of the model in the game this isn't possible and every unit animation is becuase of the bones.

    4-Now press the "Auto key" button, this will se the keys on the frames automatic and you will not have to set them manualy when using the "set key" and clicking on the key when you have finshed the moves on the frame.Also don't forget to delete the keys on the bones wich you are going to use for making the animation.

    5-Now select a bone you wan't to animate, and use the move and rotate button to move the bone in wich position you wan't to be in the frame.
    After you have done the moves in the frame you wan't click on the buttons pointed in the image to go trough the frames and do you your moves, in every frame, until you have what you desired. It basicaly works on the same principle as cartoons, it's not difficult but it's a lot of work that is needed to be done.

    6-After you have finshed the animation use the script to export the animation in a .cas file and use the animation packer or the link posted up.
    See the tool tutorials to see how to implement the new animations.

    I hope this helps, if someone has any questions feel free to ask them and if there are any mistakes point them to me. ~:cheers:
    Last edited by alin; June 02, 2015 at 02:13 PM.

  3. #3

    Default Re: 3DSMax and tool tutorials

    Excellent stuff! I've been looking for something like this everywhere... I don't understand why this tutorial isn't more visible... +rep
    There are none so enslaved as those who falsely believe they are free

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