another Posted July 27, 2005 Posted July 27, 2005 In АМ there is only one built-in a way to export skin and bones animaion - model .act, animation .mot. I have tried - they do not open in engins similar Genesis3D. In MilkShape too . Somebody tried? Quote
triath5147 Posted July 27, 2005 Posted July 27, 2005 IN Genesis or Reality Factory, you must export from AM using the exporter that is at the ARM, There was also another exporter made by a member of these forums, and I think the link to the exporter is available if u do a search at the Genesis Forum. His name escapes me at the moment, but I think it was Walasek or something like that. He created the latest and most usuable version of the AM to Genesis/RF exporter. I think the last time I used it I was using AM version 7 ('99), but I think he had it working up to version 10. The mdl, and mot files for AM and Genesis although have the same extension, are not the same file type, and do not work without the exporter. Let me know if you can't find the exporter anywhere, I may have it on disk somewher, but will have to clear some dust to find it. Quote
another Posted July 28, 2005 Author Posted July 28, 2005 I put plugin from Walasek. It makes export model .аст and animation .mot. But back to return it in АМ it is impossible, though import .act is. How to connect model and movement I do not know yet - fly to Actor Studio //IN Genesis or Reality Factory, you must export from AM using the exporter that is at the ARM// That is ARM? Quote
triath5147 Posted July 28, 2005 Posted July 28, 2005 You cannot import it back into AM, the only way to tear that actor file apart is in Milkshape, with the decompile Genesis actor function, but Milkshape usually screws up the information anyway. With the exporter to Genesis you do not need actor studio. The exporter places all textures and animaitons in the file already. All you do is save your motion files first to your work folder, than save the model file. Windows will start popping up asking you if u want to optimize that animation file for walk, run etc, into the actor, it will also ask you if it is a cycling or non cycling animaiton like for jump, jump start, fall land etc. click on the appropriate box. The last time I used that plug in was years ago, so I dont remember everything, but thats pretty much all you do. I had good results. Although for 3rd person weapons, I found that I had to have the animations in both the actor, and the weapon models, or they would not work, even though Actor animations are supposed to override the weapon skeleton, they did not. But giving the weapon skeleton and the actor skeleton the same animations, made it work flawlessly. Quote
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