B3D export from MAX, need help plz.

Blitz3D Forums/Blitz3D Beginners Area/B3D export from MAX, need help plz.

CodeOrc(Posted 2005) [#1]
I have modeled, rigged, and animated a character in MAX and I am using the B3D exporter from OniGirl.

When I do the export, I click the "preview" button to use the B3D viewer inside MAX and my character walks just like he should.

But when I load it in B3D v1.85 my model just sits there.

orc=LoadAnimMesh ( "./models/orc.b3d")
ExtractAnimSeq(orc,1,40)
TurnEntity orc,0,180,0
PositionEntity orc,0,0,0
Animate orc,1,1,1


Any idea why he walks in the b3dviewer in MAX but not in code?

Any help would greatly appreciated.
Scott


Snarkbait(Posted 2005) [#2]
Did you remember the 'UpdateWorld'?


Gabriel(Posted 2005) [#3]
You might try findchild with the entity name of the orc. I believe Pipeline adds a root node, with your character parented to it.


CodeOrc(Posted 2005) [#4]
Snarkbait
Yep, I did remember UpdateWorld.

Syb
I'll look at that. I'm so new to this I'm not sure what to do, but I'll look in the help files and maybe the code arcs.

thanx guys.


Caff(Posted 2005) [#5]
Sybixsus is right - check your main model name in max, then use findchild and use extractanimseq on that.

mdlPlayer = LoadAnimMesh("player.b3d", player)
animPlayerBody = FindChild (mdlPlayer, "max_name")
ExtractAnimSeq animPlayerBody, 1, 1