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Animation with 3DS Max 2016?


jet4571

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Is there some special magic to making animations for Oblivion with 3DS Max 2016? I have Notes done which are required to export and they do export, they work fine importing back into Max with a new scene and look like any other .kf in Nifskope except the MiTextKeyExtraData has the notes(start -name TestIdle -loop -at y) instead of Start and End time tags. All the tutorials I see are for Blender and make no sense with Max(blender too as that is one crappy as hell UI) or incredibly outdated.

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Answer is doing the same thing as the Tutorial on Nexus Wiki says, save as a Civ4 file and use the kfupdater because ofcourse the plugin hasn't been updated to properly export animations just like it hasn't been updated to properly export collisions. Then use the exporter settings from the Skyrim Animation Tutorial on the Nexus Wiki

 

Then nobody says exactly how to add the key notes.. select bip01 and go to Graph Editors then select Track View - Dope Sheet. Select Bip01 there and Edit, Note Track, and Add. Then select the Track Bar(yellow) and move it so you can see where to do the next step as well as expand the bip01 tree to select the Note. Click the Add Keys button and then click on the first frame in the lighter grey row. Now double click the Note and you can finally add the note. Notes should look like "start -name NameOfAnimatiom -at y" for non-looping animations and "start -name NameOfAnimatiom -loop -at y" for looping animations, and without quotes ofcourse. Then click the last frame since you have the Add Keys button still selected to add another Note, again double click the Note under bip01 this time add "end" without quotes. I am not sure if it is required to add time tags or not but I do add start on frame 1 and end on the last.

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