Posted by NovaStrike on February 06, 1998 at 17:21:55:
In Reply to: Re: Bones Pro Max: Quake Animation posted by Elmek on February 06, 1998 at 06:55:37:
: Ok, then i see your prob, even though its not
: really a big problem. As I see it you have three
: 1. Wait untill the recompiled version of
: ASCMaker is released. This plugin lets you
: choose the mesh objects and export these(only) to
: .asc format that can later be imported into
: q2modeler to make up the md2 model.
: You would then lose the bones without any problem
: when exporting because you would not export them at all.
: 2. Export the bones with the mesh for the entire
: model, make the md2 and then delete the bones
: inside a model editor. Again q2modeler has a face-
: selection function (select connected) that makes
: this very easy.
: 3. Export all the frames and then import them into
: max again, delete the bones and then export the mesh
: again...this is a bad choice incase you didnt guess ;)
: If you dont have to produce the md2 model really
: soon then I would go with option 1 because that
: plugin makes exporting really easy, both because
: you loose the bones directly but also because it
: exports a timesegment insted of frame by frame.
: ASCMaker is supposed to be released any day now i
: If you do have to produce the model right away then
: option 2 is not really that bad. If you write a
: simple exporting script (you use max2 right?) then
: it can be really easy if you dont have any problems
: with the 3ds format.
: Hope this will get you started.
: Benny E.
: : The problem is I can't delete the bones like
: : biped. If I do the animation is screwed up.
: : I also read somewhere that if I hide the bones
: : 3dsmax still saves the bone which adds a huge
: : amount of polygon count.
Ok thanks..that will do. I've not even
done any models yet, I just wanted to know
my options. Thanks that will help me allot.
You know who or what company is making that
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