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Hash, Inc. - Animation:Master

exporting ".X" models with ANIMATION...


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Posted

Lately I've been making some 3D video game enviroments using a 3D engine, AM, & AMtrex altogether. Anyhow, when using AMtrex to do the ".X" exports for my models which come out find in the game if they're static...

 

 

Anyhow, I can't seem to figure out how to export my models with animation. How is that done?

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Posted

First you export your model to .x format

 

Then you go to the action and export your animation, it will ask you for the model, choose the model you exported.

 

I mix all my animations together into one model with fragmotion. You import the model then merge the animations. Fragmotion is 20 bucks.

Posted
:( Well actually I've already resolved this issue. Gee I wish I had you last week though. Anyhow, I'm experiencing cracks & gaps in my animated models. Yes, this may be due to hooks & patches as I presume --- the thing is, it is happening at places where there are not any or it gives it a crack/gap that is way to large for the area where there might be one. Any ideas or are you new to video game development also?
Posted

What you are seeing is almost surely the result of some of the normals facing the wrong way. Go to:

 

Tools>Options>Modeling and then click the box next to show normals.

 

You can then use the select patch tool to pick the ones that are facing the wrong way and press f to flip it. You will usually want all the normals facing out and away from your model not facing inward. Normals usually do not affect much when in A:M but when exported to a viewer using back-face culling it becomes immediately apparent.

Posted

I've never had to deal with this stuff before when modeling. Can you shed some enlightenment on back-face culling and normals? Never heard of them...

Posted

I've never had to deal with this stuff before when modeling. Can you shed some enlightenment on back-face culling and normals? Never heard of them...

 

Game engines frequently ( if not always) use face orintation and culling to keep FPS high, by not rendering polies that are not facing the camera. So to explain simply. Your character model, is not solid, it is like a two way mirror. From the outside, you can see your reflection in the mirror, but from the back, you can look right through it. It is the same with faces. The outside of the face appears solid, but from the back it is transparent and you do not see it. Also make sure whatever engine your using doesnt call poly order as well for transparency drawing. Some engines ( game Studio for instance) if you use a TGA file with transparency for a texture, the polygons that use the transparency part of the texture are looked for first. So if you didnt make those parts of the model first, they will not render correctly. It can be very confusing sometimes, but that is why game creation takes time and experience, there are alot of things you need to consider and plan when you make your models, and it all depends on the abilities and nuances of the software you choose.

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