MAX Bone B3D Export

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CodeOrc(Posted 2008) [#1]
I have a basic tube (whipping garden hose) in MAX6 (w/B3D Pipeline) and I have it boned and it animates in max just fine.

I export it as a .b3d with ALL options selected in the B3D Pipeline Export window and the only thing that moves in my game is the bones themselves (visible) but not my mesh, also visible.

So what is the trick to exporting bone-mesh anims from max with the B3D Pipeline?

thx for any help :)


Beaker(Posted 2008) [#2]
You don't want visible bones for a start. Can't remember what other options you need.
http://onigirl.com/pipeline/Exporting_Bones.htm


CodeOrc(Posted 2008) [#3]
well, I read the page and am still at a loss.

I can see the animation in the B3D Export Viewer, so in theory the animation IS exporting ok, just my code may be the problem.

I am using this ;

temp_worm=LoadAnimMesh("./temp/worm.b3d")
ExtractAnimSeq (temp_worm, 0,100)

For iworm=1 To CountChildren(temp_worm)
	If EntityName(GetChild(temp_worm,iworm))="Section21"
          Animate GetChild(temp_worm,iworm),1,1,0,1
	EndIf
Next



** EDIT ** I found out what I was doing worong, the code above does work for the child.

Sooo...how should I go about animating all 12 Children in the file? "GET" all as children and Animate? Or is there a better way to do it ?