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[Closed] Exporting skeletal animation

I want to export the properties of a group of bones and some geometry assigned to them, then I will use it to export a whole animation.

I’ve searched the MaxScript help files and google also, I believe that I need to know the properties of a bone, since that would be things like BoneID, Bottom, Top, Position, Orientation etc. Anyway I don’t find what I want.

7 Replies

I am not sure if this can help ?
http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=7481355
DevTV: Introduction to the 3ds Max SDK
an Exporter coded in c++, It can export Animation

Yes, I’ve read about the SDK but it will be alot more simple to use MaxScript if possible. And it is possible to export animation with MaxScript too, the only thing I don’t understand is how to get the properties of bones from 3DS, thru MaxScript.


showproperties $Bone01
  .width : worldUnits
  .height : worldUnits
  .taper : percent
  .length : float
  .sidefins (Side_Fins) : boolean
  .sidefinssize (Side_Fins_Size) : worldUnits
  .sidefinsstarttaper (Side_Fins_Start_Taper) : percent
  .sidefinsendtaper (Side_Fins_End_Taper) : percent
  .frontfin (Front_Fin) : boolean
  .frontfinsize (Front_Fin_Size) : worldUnits
  .frontfinstarttaper (Front_Fin_Start_Taper) : percent
  .frontfinendtaper (Front_Fin_End_Taper) : percent
  .backfin (Back_Fin) : boolean
  .backfinsize (Back_Fin_Size) : worldUnits
  .backfinstarttaper (Back_Fin_Start_Taper) : percent
  .backfinendtaper (Back_Fin_End_Taper) : percent
  .genmap (Generate_Mapping_Coords) : boolean
false

this my test in my listener . You want this?

What I actually need is to locate which geometry that is connected to each bone and of course the bone position, bottom and top. That would be a good start…

The only thing I need now is which vertices that is connected to each bone, and the weight information also.

The last post was due to my little knowledge in bones and its uses, so just ignore that one

do a maxscript search for skinOps, that contains all the data that you can get from a skin modifier. that should get you what you need from the geometry.

Yeah I’ve found that useful, but I still cannot understand how to access the vertices from that?

There is a “ExportEnvelopeASCII” function that exports all the vertices including other information that I don’t want.