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How to combine W3D model + (all) animations in one timeline (for like an animation)


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#1 Abdil

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Posted 16 November 2014 - 03:00 PM

Hey I originally posted in the following post but I decided to give it its own topic.

What I'm able to do: Import models and animations into 3ds max 2011 / 3ds max 5  / gmax & renx
 
What I'm unable to do: have the imported model actually use the imported animations and add those animations all in one timeline



How do I get my w3d model( _skn) to use their respective animations and add multiple animations behind each other on the timeline.


Edited by Abdil, 16 November 2014 - 05:46 PM.


#2 Irenë Hawnetyne

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Posted 17 November 2014 - 06:19 AM

Import models and animations into 3ds max 2011

 

We can do this now? Wow, I've been out a while... 


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#3 NewErr

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Posted 24 November 2014 - 02:17 PM

Let me get this straight, You want to add key frames ( from an animation) to another animation ( scene that already has key frames set) or you want to play 2 animations at the same time on the same frames (timeline)?


Edited by Valaquenta10, 24 November 2014 - 02:20 PM.


#4 Abdil

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Posted 24 November 2014 - 07:09 PM

Your first thought: Put animation 2 after animation 1.

Let me get this straight, You want to add key frames ( from an animation) to another animation ( scene that already has key frames set) or you want to play 2 animations at the same time on the same frames (timeline)?



#5 NewErr

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Posted 25 November 2014 - 11:27 AM

Yes, after about half an hour of testing I can say it is possible. You can look at this tutorial from Autodesk. Only it will require you to import the animations and export them as max scenes in order for that command to work ( it will not work with w3d files). You can export in any format you want, even as W3D. I have tested in 3ds Max 8 so it should work.

 

It might seem an elaborate thing but it is not and it is the only way. ( As far as I found, if you found a better way please share).

 

If you don't manage you can ask me, pm me. I might make a tutorial with this if I have time.


Edited by Valaquenta10, 25 November 2014 - 11:29 AM.


#6 Abdil

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Posted 26 November 2014 - 03:35 PM

That works great except for the skinning (linking model with the animation). I assume it has to do with the wwskin (westwood wrap? skin), would it be possible to convert them or anything else to avoid all the manual labor of skinning.
 

Yes, after about half an hour of testing I can say it is possible. You can look at this tutorial from Autodesk. Only it will require you to import the animations and export them as max scenes in order for that command to work ( it will not work with w3d files). You can export in any format you want, even as W3D. I have tested in 3ds Max 8 so it should work.

 

It might seem an elaborate thing but it is not and it is the only way. ( As far as I found, if you found a better way please share).

 

If you don't manage you can ask me, pm me. I might make a tutorial with this if I have time.



#7 Mathijs

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Posted 26 November 2014 - 03:55 PM

We call that rigging or bindiong over here. :p


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#8 NewErr

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Posted 27 November 2014 - 10:38 AM

 

That works great except for the skinning (linking model with the animation). I assume it has to do with the wwskin (westwood wrap? skin), would it be possible to convert them or anything else to avoid all the manual labor of skinning.

 

 

Sadly I don't think there is any other way to rig your model to your animation.

 

Edit: As when you are working on animations you export only the transformation the only purpose of using the model is to have a guideline how it will look so you can always use the Auto-link option, just to get an idea of how the model will look.


Edited by Valaquenta10, 27 November 2014 - 10:45 AM.


#9 Abdil

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Posted 27 November 2014 - 04:23 PM

I assumed that yet I hoped I would be wrong.  Thank you very much for your support Valaquenta10. Much appreciated.

 

 

That works great except for the skinning (linking model with the animation). I assume it has to do with the wwskin (westwood wrap? skin), would it be possible to convert them or anything else to avoid all the manual labor of skinning.

 

 

Sadly I don't think there is any other way to rig your model to your animation.

 

Edit: As when you are working on animations you export only the transformation the only purpose of using the model is to have a guideline how it will look so you can always use the Auto-link option, just to get an idea of how the model will look.

 



#10 NewErr

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Posted 27 November 2014 - 09:36 PM

Anytime.



#11 Havie

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Posted 11 May 2015 - 11:19 PM

So is whats being said here that you cant use/play the animation on a model in 3ds max/renx?

 

Because when i open the animation files, I just get a skeleton that doesnt move at all down the time line. But when i play that animation in w3d viewer it works fine



#12 Mathijs

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Posted 11 May 2015 - 11:45 PM

You can open animation files and they will play inside 3ds max (gumaarms_idla for instance). To see them move on a model, you need to rig a model to the animation.


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#13 Havie

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Posted 12 May 2015 - 12:25 AM

oh really, how?

Im using the w3d importer plug in on max14, I select euhaldir_ata1.w3d and bring it into the scene where i have the base skin.,

I move the animated time slider ,and nothing changes with the skeleton?

 

http://i.imgur.com/Y5v9iCa.png


Edited by Havie, 12 May 2015 - 02:02 AM.


#14 Ridder Geel

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Posted 12 May 2015 - 07:24 AM

Not entirely sure that Max 14 will work, I believe the latest that works with the tools available is 8 :p


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#15 Irenë Hawnetyne

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Posted 12 May 2015 - 08:04 PM

Hold on, we can import to Max 14? What?


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#16 Ridder Geel

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Posted 13 May 2015 - 07:31 AM

Import sure, thats a simple script i suppose, but the other tools such as the spacewarp, exporter and all that, most likely wont work with the newer versions of max :p


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#17 Havie

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Posted 13 May 2015 - 08:59 PM

I see, so i need Max 8, Is there a download link you guys have stored somewhere for this old software?

 

 

Also: I still cant get the animation to play using renex, is just the same stand still skeleton,

 

What is this W3d skeleton anyway? Its not like making a bi-ped or normal bones. Is there a guide on using/creating whatever skeleton system this is?


Edited by Havie, 13 May 2015 - 09:03 PM.


#18 Ridder Geel

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Posted 17 May 2015 - 09:29 AM

There might be a tutorial on those kind of things on the3rdage.net.

As for Max, try contacting Mathijs :)


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#19 Valheru

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Posted 17 May 2015 - 10:19 AM

you can import right up to max 15 but ofc none of the export tools work

 

Best deal is to get Max 8 + Service Pack 3, its got everything you need. I was on max 7 with no SP's for ages, 8+sp3 is way better


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#20 NDC

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Posted 19 May 2015 - 02:01 AM

oh really, how?

Im using the w3d importer plug in on max14, I select euhaldir_ata1.w3d and bring it into the scene where i have the base skin.,

I move the animated time slider ,and nothing changes with the skeleton?

 

http://i.imgur.com/Y5v9iCa.png

I believe Haldir's animations are compressed using the adaptive delta algorithm, which makes them unimportable.






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