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Need help on IK Animation Exporter

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i'm using 3ds max 5 and ik animation exporter. why is that when I view the animation of my model in war3viewer and in worldedit, it's all twitchy and sometimes becomes deformed but it does follow the animations i want except for the weird unnecessary movements. can someone help me please? X(
 
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warcraft does not support Ik. BUT there a 3dsmax script made by 3dmaxhy that can convert IK animations to FK. You can dl it at www.wc3campaigns.net at the modeling forum.

yes i know that and i have already downloaded it, my question is how do you really use the IK animation exporter? what i did was i used the 'bake animation' to create those colorful bones then i attached the mesh unto it. then i deleted the keyframes that the exporter created. after that, I exported and converted it into mdx. when i viewed the model on war3 viewer, it has several unnecessary movements but when i played it on Max it's fine. is there something wrong with the my procedures or is the exporter doesnt really function well? :confused::confused::confused: halp!!!
 
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baking? well I dont know how else to call it :D also 3dmaxhy called it that way so... :D

Anyway, theres no tutorial for that script, but its simple(kinda), u open the script, select all the bones(with the button in the script interface)(just the bones, dont select any helper or ik chain or things like that) that you want to "replicate its animations as FK"(baking?? lol ) then u set the step parameter, 5 is recomended(asuming you work on 30fps, also more that 10 in step wont work), then choose IK in the interface (you can choose FK but it wont link the bones and youll get more keys) then use the button to select the root bone, then click bake. Itll last some minutes and its done. You dont need to delete any innesesary frame, arttools wont export those nasty unnecesary frames between animations, theres a catch though, youll have to tweak the keys after baking, so youll have to add starting and closing keys to most of the bones(theres a button that will make keys for all the bones you select, its under auto key button, I use that), the script just mimics the movement but it doesnt actually copy the frames, it actually takes like a snapshot of the bone movement every 5(step) frames, also it reduces keys...and thats why all fast animations will need tweaking too, like attacks, because since they are fast and the script will only snapshot every 5 frames they will lose acuracy once baked, so you better keep your original IK bones to fix the baked bones position and rotations in those anims, but dont ever put a step less that 3 although its tempting itll lag like hell and itll create a lot of keys! meaning more size for the final model, Ive told a long time ago to 3dmaxhy to improve the script to make it have a variable step(that would make things a LOT of easier), but he's out of warcraft modding...I would do it myself but I dont know scripting, shoulnt be that dificult though...Anyway now you know. Also if you ask me if its worth it, I would say yes it is, with FK animating things like legs is a hell and with the script although youll need to tweak a considerable amount of things you will get a nice animation. Hope it helps :)
BTW I almost forgot, download the 1.5 vertion, the 2.0 beta vertion is very inacurate when baking the animations.
Also I have made a something like a tutorial(more like recomendations) its at wc3campaigns tutorial section, I have the same name there.

edit: also I uploaded some models of mine done with IK and baked after. Ive included the before baking and after baking, dont know if its of any help though :) they are at the modeling section of wc3campaigns. Dont try the Myrmidon though, I dont remember if its okay because somehow the biped got corrupted there :s
 
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sorry for being a noob, but what is a root bone? how can i know if a bone is a root bone? i followed the method that u said but after baking the animations, i get some errors and the animation of the bones were all changed. the only bones that were moving were the head and a spine. the rest are all stiff
 
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