So, I was asked how to export animated models and models with rotated bones. boxbot files: https://mega.co.nz/#!UxJi3A5S!4T7QrEI-sqyt8qiqnA7YtrB5A1UmO88gtmXh0YhYtaA
First off - awesome tutorial. Secondly.. why are the bones so freaking massive? Isn't it difficult to place them like that? O_O Some takeaways from this tutorial for me: 1. Rotation/position/pivot point of the model must all be set to 0.0 2. Root bone doesn't (??) *need* to be called bone_root 3. Looping animations should have their end frame at end frame -1 4. Skeleton root also needs to have everything set to 0.0 (rotation, position, etc..) Questions: 1. The bones used were the basic Max bones correct? 2. This was done in max 2012 right? 3. You exported to FBX using... any special settings? Just what was shown in the tutorial? 4. Does having bones linked to each other in a hierarchy (ex. arms linked to a torso) screw anything up? 5. You said something in the beginning about the model needing to have 100% scale.. what does that mean exactly? Again thanks for the tutorial and your help to the community here.
It doesn't matter what version of max you use. Uber use 2012 because there animation software won't work on newer versions.
Thanks! Idk, will try to scale down next time. I thought it needs to be called like it because skeleton wouldn't export, but then I figured that it would. However I didn't test it in game, so I don't know for sure if bone_root named otherwise is ok. Just to clear up, it's only when the last frame of animation is same as the first frame. Yes. 2010, should work in 2012 as well. Units set to meters, also units in 3ds max itself set to meters. No, I did link bones. Right click next button to rotate ("Select and Uniform Scale"), absolute:local x,y,z all should be 100.