Ok, I have trouble exporting a vertex animation.
A cube model with wave modifier. The phase is animated with 5 keyframes.
When loading the mesh file my meshinfo returns a "default_morph" pose animation with 1 track and 2 keyframes...
since wave or other modifier only have some keys for example start / end seed, you should check the "resample animations keys" option in the exporter.
otherwise it will only export the 2 mesh state on the keyframe but without the seed changes.
to name your animation use the time tag (see EOE FAQ)
actually this is not possible to make a quick patch to make it work with Max 8.
there is a lot of Max SDK API break between Max 8 and Max 9.
and it is so old....
arkeon wrote:since wave or other modifier only have some keys for example start / end seed, you should check the "resample animations keys" option in the exporter.
otherwise it will only export the 2 mesh state on the keyframe but without the seed changes.
Thanks, works great!
Since "resample animations keys" (one sample each frame) is a little too much, I changed the boolean resample parameter to a integer "frame_step".
frame_step = 1 equals your resample and can be used accordingly with GetFullSampledKeys().
For simple linear animations or looping rotations etc. frame_step 25 (in a timeline of 100 frames) works great.
I even added a max custom property to my toolset to define this frame_step per object (optionally).
I've corrected the Setup issue, where the Dle files were copied on C:\plugins when the directory were not found.
The max versions check have been enhanced.
I've corrected the Setup issue, where the Dle files were copied on C:\plugins when the directory were not found.
The max versions check have been enhanced.
I have the problem of the C:\plugins dir, but in my case it happens when I have installed Max 9 and 10, just point this out in case this solution doesn't apply to a problem like mine.
Integrated:Ogre3D + dotScene (Blender loader) + MyGUI (UI) + RakNet (Client/Server) + Leap Motion (The future is here!) + StereoManager (3D Anaglyph red-cyan) WIP: StereoManager (Real 3D) + CCS (Camera Control System) + Sound, experimenting with Android.
Hi,I have a little problem here:)
Does the exporter use the default world unit setting in 3dsmax? I use default unit setting in 3dsmax,I assume 1 unit in 3dsmax equals 1 unit in Ogre,bug after I export my scene,I got a smaller value than 1 unit,not what I want.I found that Easy Exporter using Meter as default unit? It will convert my 3dsmax scene unit into meter,but I thougt it use my world unit setting.Maybe we can have a combo box here, so that I can determine whether unit to use or even don't convert my unit
I'll see that, you can add requests here http://redmine.scolring.org/projects/eoe
by now you can set your scene in meter, 1 unit should be exported as 1 Ogre unit
arkeon wrote:I'll see that, you can add requests here http://redmine.scolring.org/projects/eoe
by now you can set your scene in meter, 1 unit should be exported as 1 Ogre unit
Yes I use meter as default unit for ,my project,but still want a lovely combo box somewhere
Hi Arkeon, first I must say ... EXCELLENT WORK. There's always a "but" though, isn't there ....
But, I was wondering if this exporter supports keyframed morph anims. I have been trying to export a file with 2 channels in the morph target, both of which are keyframed. Using max 2014 and it results in a crash. I've used EOE for many models with only skeletal animation, this is my first try on anything with a morpher.