- Joined
- Feb 24, 2008
- Messages
- 183
Hey,
I've tried modeling before but it failed, but I'm ready to give it a new shot.
I use Gmax and NeoDex in an attempt to model a building.
1. Problem animating, I've created a bone, attached the mesh I want it to rotate, and I think, yeah that's it now I can start animating the bone, cus it doesn't say any more in magos tutorial, (I've made the animation setup).
So I make the animation and the bone moves as intended, soo how do I name the animation? and when I play the animation the mesh doesn't follow the bone, is it supposed to when previewing in Gmax?
2. Even though the animation doesn't work I remove it and want to see the model ingame, I export it, set the texture path correct "Textures\textureGoos.tga" and use the same one ingame, but it shows up in pure teamcolor, nothing else. I use diffuse color in materials, is that wrong? what could be the problem?
That's the questions I need answered mostly, others are less significant.
Thx in advance, GooS
I've tried modeling before but it failed, but I'm ready to give it a new shot.
I use Gmax and NeoDex in an attempt to model a building.
1. Problem animating, I've created a bone, attached the mesh I want it to rotate, and I think, yeah that's it now I can start animating the bone, cus it doesn't say any more in magos tutorial, (I've made the animation setup).
So I make the animation and the bone moves as intended, soo how do I name the animation? and when I play the animation the mesh doesn't follow the bone, is it supposed to when previewing in Gmax?
2. Even though the animation doesn't work I remove it and want to see the model ingame, I export it, set the texture path correct "Textures\textureGoos.tga" and use the same one ingame, but it shows up in pure teamcolor, nothing else. I use diffuse color in materials, is that wrong? what could be the problem?
That's the questions I need answered mostly, others are less significant.
Thx in advance, GooS