Exporting standard unskinned biped

JeDi

06-01-2007 16:41:26

Hi,

We want to test character animation, and for that we quickly want to export some character animation cycles. We created a standard biped object in max and created a walk cycle, and we want to export just that, with the biped objects as geometry. Is that possible? We don't want to put much effort in skinning yet, we're just testing the animations.

We tried converting the biped to an editable mesh and put an uv map and simple material on it. It renders fine in max, but nothing is exported...

Greetz,
JeDi

Lioric

06-01-2007 18:59:44

If you use max bones or other objects as the skeleton, yes, but biped components are not exported as objects

If you convert biped to editable meshes, it must work, but keep in mind that if you do this, you will see "node animation" and you want to test skin animation, its better if you give a few minutes to skin a mesh to the biped