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scale animation keys messed up when being converted from max to mdl

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Unfortunately, the DeX Script to convert the 3dsmax 9 models to '.mdl' messes up the scale animation keys.
I would like to know if there is a way to convert the '.max' file to any other type of model that doesn't get messed up when translated to '.mdl'.
Thanks in advance.
 
nope, there's not. You can't turn a max file into mdx, it contains information specifically for 3ds max to use.
If milkshape supports fbx importing (though I really doubt it does), you could export your model as fbx (because it keeps all rigging, skinning and animation data) and export it to mdx through milkshape.
 
Thanks TDR.
I already have a lot of modeling tools here just to be able to do animation scaling.
I can't find any.
When I converted my '.max' file to '.3ds' it got unanimated.
I got 3dsmax 5 now, but I want to know now (quite late) if it is completely possible and simple to add scale animation keys. Do anyone knows? Because the art tools said something wrong about them when I tried.
And the tutorial doesn't say anything about scale keys.
Thanks in advance.
 
Max 5, that's great! It'll be the only tool you'll have to use from now on.
Of course the 3ds is unanimated, that format only holds the mesh and uv information. FBX can store animations and stuff.
As far as I can remember scale keys are possible, just make sure you set all controllers for position, rotation and scale to TCB or linear.
 
TCB and linear are kinds of interpolation? Instead of Bezier?
I am relieved to know that I won't need to start over and over once more.
I am going to read more tutorials and stop picking on you, I just wanted to be sure that with this tool I was going to be able to do it! =DDDDD
 
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