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»Forums Index »Halo Custom Edition (Bungie/Gearbox) »Halo CE General Discussion »How do I animate using nodes/bones in 3ds max?

Author Topic: How do I animate using nodes/bones in 3ds max? (7 messages, Page 1 of 1)
Moderators: Dennis

IcePhoenix
Joined: Sep 9, 2010

-Minor modeler-


Posted: Jan 15, 2011 01:33 AM    Msg. 1 of 7       
I've imported gbx models into gmax and I can make them move certain parts of their body by moving the matching nodes. However, when I import the same model to 3ds max, moving/rotating the nodes has no effect on the model. Also, I use 3ds Max 2011, is that the reason for this problem?

Also wanted to ask how do I choose certain permutations for certain body parts to import at the same time? For example, I'm using someone's h2 elite tags to practise animation, but it has multiple permutations (honorguard, councilor, no helmet), and the helmet-less permutation for the head is at the top of the list when choosing the head, and the normal armour is also first. the normal helmet, on the other hand, is 2nd.
So I'm forced to choose either the first perm of every type, resulting in a normal elite without a helmet, or choose the 2nd perm of every part, and get an honorguard with normal helmet. And if I choose Councilor or Honorguard head, then none of the other parts have any selected permutations. Importing each part seperately creates a whole skeleton of nodes/bones, so I end up getting multiple sets of nodes just to import a single complete model. Is it meant to be like this?

Anyone wanna help me out?


HaloIsAHorribleGane
Joined: Nov 9, 2010

I'd rather play yahtzee


Posted: Jan 15, 2011 05:52 AM    Msg. 2 of 7       
import as bones, use IK constraints and controllers made out of circular splines. there's some tutorial laying around on how to do it on Modacity I think


IcePhoenix
Joined: Sep 9, 2010

-Minor modeler-


Posted: Jan 15, 2011 06:37 AM    Msg. 3 of 7       
thanks. anyone wanna help me with the permutation problem?


rerout343
Joined: Aug 7, 2010

Targeted and Firing


Posted: Jan 15, 2011 09:02 AM    Msg. 4 of 7       
That's not really a fixable problem because it's not a problem. When tool compiles a model, the permutations are listed in alphabetical order, this is normal. So yes you will have to import them separately.


IcePhoenix
Joined: Sep 9, 2010

-Minor modeler-


Posted: Jan 16, 2011 06:46 AM    Msg. 5 of 7       
What do I do with the duplicate nodes/bones, and how do I make the whole model animate together? If I make the wait bend the head won't follow the chest forwards.
Edited by IcePhoenix on Jan 16, 2011 at 06:51 AM


SlappyThePirate
Joined: Aug 24, 2009

You are irritating, I'll release nothing


Posted: Jan 16, 2011 12:48 PM    Msg. 6 of 7       
Copy the gbxmodel, open it with guerilla and delete all the perms except the ones you want.
Alternatively, you can duplicate the shared parts (like the torso) and rename the duplicates honor, miner, etc. to match the helmets and other specific parts.


IcePhoenix
Joined: Sep 9, 2010

-Minor modeler-


Posted: Jan 16, 2011 11:39 PM    Msg. 7 of 7       
Thanks.

 

 
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