Fable: The Lost Chapters Mod Scene
Fast Uncompromising Discussions. FUDforum will get your users talking.

Home » Fable TLC » Discussion » Graphics Editing » FE EXPORT ANIMATIONS THREAD!
FE EXPORT ANIMATIONS THREAD! [message #57608] Fri, 11 June 2010 05:18 Go to next message
Miyra is currently offline  Miyra
Messages: 1
Registered: June 2010
Hi there, Embarassed sorry to be a newb but I have searched for threads dealing with exporting animations for a while and there is no good info.
You are supposed to be able to do it: "To export the animation you are currently viewing just export the model and the current animation will be embedded with the model in the x-file" /From the FE 4.1 beta thread.
Another guy in a modeling tutorial also states that it can be done.

But I can't get it to work.
I get the rigged skeletton and all but no animations.

Are there special settings I need to change to be able to import them in my 3ds or blender program?
Are there special issues because I am using Vista?

Does it really work for someone else in here?
If so please tell me what I should try out to make it work.
:*
Thank you.
Re: FE EXPORT ANIMATIONS THREAD! [message #57612 is a reply to message #57608] Fri, 11 June 2010 08:35 Go to previous messageGo to next message
JohnDoe is currently offline  JohnDoe
Messages: 3007
Registered: October 2007

Retired
JohnDoe

Animation export isn't exactly what you might be expecting. You can drag and drop an animation entry over a mesh entry and the mesh will loop that animation in the preview window, from there you can export the mesh doing that animation. And sadly, the only way you'd be able to do anything with that exported animated mesh is if someone were to code better plugins for 3DS. As it is, the plugins for 3DS do not support animated import.

Animation import isn't supported. The best you'll be able to do is export the raw data of the animation, edit it with a hex editor (format specs are undocumented), import it back in. But you have to be really, really good to do this kind of thing and even then, it's very limited.
Re: FE EXPORT ANIMATIONS THREAD! [message #58307 is a reply to message #57612] Tue, 06 July 2010 12:27 Go to previous message
Keshire is currently offline  Keshire
Messages: 1266
Registered: July 2005

Administrator
Stranger wrote on Fri, 11 June 2010 10:35

JohnDoe

Animation export isn't exactly what you might be expecting. You can drag and drop an animation entry over a mesh entry and the mesh will loop that animation in the preview window, from there you can export the mesh doing that animation. And sadly, the only way you'd be able to do anything with that exported animated mesh is if someone were to code better plugins for 3DS. As it is, the plugins for 3DS do not support animated import.

Animation import isn't supported. The best you'll be able to do is export the raw data of the animation, edit it with a hex editor (format specs are undocumented), import it back in. But you have to be really, really good to do this kind of thing and even then, it's very limited.



Yep. You really need to know what your doing to do anything with the animations.

It is possible to get them into Max though:
http://video.google.com/videoplay?docid=-3173904548613972225 #
http://video.google.com/videoplay?docid=-7152165143419306065 #
http://video.google.com/videoplay?docid=-7152165143419306065 #
http://video.google.com/videoplay?docid=6945172432170790002#
http://video.google.com/videoplay?docid=-5223665282403772620 #



Apathy Cannot Inspire.
Ambivalence cannot lead.
Loved me. Feared me.
Changed me. Killed me.
Anything would be something.
But nothing is worst of all.
Previous Topic: Merging Submeshes
Next Topic: Help request
Goto Forum:
  


Current Time: Mon Apr 29 02:01:49 PDT 2024

Total time taken to generate the page: 0.01183 seconds