Explosion Animation

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I am trying to make a death animation for one of my models featuring an explosion. I created it by attaching an ingame texture to a sphere. This sphere is connected to a bone that expands over 1.5 seconds. While it works fine while in gmax, the animation never survives the transition to .mdx. In game the expansion of the sphere simply does not take place. Does anyone know what the problem could be?
 
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I'm having trouble opening your script. My gmax application doesn't seem to like the .rar format. Do I need some kind of addon for it to work?
 
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derp

derp. Well that explains why it wouldn't run. Anyhow, I'm having trouble figuring out how to divide and name the animations. with my old script the controls for this were under the animation window. Where are they now?
gmaxscreen.jpg
 
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I think I may have missed a step, Is there something I need to do from gmax before hitting export for the animation to transfer? According to the viewer and editor applicarions, no animations transferred
 
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Allright, I read blinkboy's tutorial again, and the problem is I don't know how to get to "notetrack" from the gmax UI, so the keys are ignored. Could someone please explain this?
 
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From unpublished writings for other site:

In Gmax 1.2 (remember it is based on 3ds max 4?) Dope Sheet is called Track View. To access "dope sheet" in Gmax choose Graph Editors > Track View > New Track View or Open Track View which opens current scene track view. If you got default empty scene 'Open Track View' creates new track view named 'Untitiled 1'.

Additional notes:
You add your notes under Object in "dope sheet", add starting note on same frame where your animation starts and add with exactly same name another note to end key. Your animation name must be between "" like for example "Stand". All your animation settings must be TCB, read Blinkboy's NeoDex Gmax post for further instructions. No additional notes between two identically named notes!
 
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