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[Closed] Exporting animationsets/tracks at api level

Hi,

How can I export various multiple animationsets/tracks at the maxsdk api level?

say now my home-made exporter allows the user to enter the animation name called

“walk”, now I want to make an animationset for “run”. But this is what I used to do,

  1. export the same file with different animations

  2. combine them in mesh viewer,

but I am looking for a time saver, don’t want to export anything many many times over.

as there are so many animations, I am looking for a way to export (run, walk, jump)

all in one file, or in one animation file in one click.

And I can see that 3ds max doesn’t allow us to specify multiple animationsets.

Hope you understand what I mean

Thanks

Jack

10 Replies

If I can’t have multiple animationsets in 3dsmax?
Is it the only way to merge them outside in a game editor?
If not, how can I gain access to the animationsets stored in 3ds max scene?
Thanks
Jack

you can have as many animations as you like in a single max file, the questions is how to tell them apart or how to indicate where each animation is in the time line as it were. I’m sure there are a many ways to do this from note tracks, app data , user defined properties to custom attributes and the like. My own method for what it’s worth is I created 3 sdk based helper objects that create a Finite state machine within the scene. A FSM helper (the machine parent/container), A state helper and a transition helper. The States are just IDs for the start and end of an animation and the transition holds the Event ID and start and end frames. I then have a simple fsm player script that I can input events to run the machine which then handles the animations. I also have context right click menus for each type of helper to set things like the trackbar anim range for example. Mostly used for front end stuff at the moment but will work with most types of animations. Then at Export time if the file has a fsm machine within it I chop up the anims accordingly. this is what they look like within the scene, each arrow represents an animation an each circle a state.

maybe some one else will tell how they manage this ?

1 Reply
(@denist)
Joined: 10 months ago

Posts: 0

i’m using [font=Verdana][size=2]Time Tags and FrameTagManager [/size][/font]Interface.

how you might use a fsm to describe a walk and run animation file

1 Reply
(@denist)
Joined: 10 months ago

Posts: 0

you forgot “rest cycle animation” usually it calls idle

am i missing something? what is animationset?

1 Reply
(@lucky6969c)
Joined: 10 months ago

Posts: 0

Every node has a corresponding animation in turn contains a series of keys
a collection of these animations(nodes) is an animationset.
For example, walk, run
Usually, people don’t give it a name, but it would be convenient if
the game needs to switch animations. Like from attack to seek enemy.
etc

you forgot “rest cycle animation” usually it calls idle

i know i just got bored and it was getting late.

Klunk, are you a hybrid programmer and an artist? if you are,
then you feel a lot of fun on 3d stuff.
Thanks
Jack

Just wondering, are there any good examples of the mentioned techniques from this thread on the web?
in C++?
Thanks
Jack