Max6 to B3d

Blitz3D Forums/Blitz3D Programming/Max6 to B3d

Mike0101(Posted 2006) [#1]
I'm creating animated models in Max6 and I'm converting in b3d with b3dPipeline.
When I'm loading the model in my program, he does not make the animation.
I m not newbie, I'm using loadanimmesh and the animating() command returns with "1", the animtime function writes the actualy frame on screen but my modeles does not make the animation.
This model works fine in max6 (the patch of the converter for max6 is instaled too.)
What is the problem? Is sombody who uses max6 and pipelin?

thx


Jams(Posted 2006) [#2]
The Animate() command is not iterative, you'll have to animate child entities manually!

If the object in Max was called "Character", in B3D you would need to write Animate( FindChild( Entity%, "Character" ) ) to make it animate! Hope that helps a bit


Mike0101(Posted 2006) [#3]
I was try but not this is the problem.
Thanks


Ricky Smith(Posted 2006) [#4]
As fas as I recall the .b3d pipeline would only export animation created with "bones" but not biped & physique.
Try using the B3d2Xml code in the archives on the exported .b3d and check the hierarchy and the animation keys are there.