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Animating In Gmax

Posted:
Mon May 03, 2004 9:00 pm
by NoViCaIN565
Ok i just got Gmax today and im really having trouble firguring stuff out.....
so if anyone could help me I would really appreceate it.......
mostly animating...
Re: Animating In Gmax

Posted:
Mon May 03, 2004 9:56 pm
by Felix/FFDS
If you just got it today, I doubt you've done all the basic gmax tutorials. It's important that you do them first, to get the feel of the program, and the basics.
Of course, the above is also a crass presumption on my part that you are not familiar with 3D modelling programs and key frame animations.
For FS there are two types of animations - the default animations, in which you don't have to do anything, just name the part and orient its pivot point (axis) correctly, and the animation in FS will depend on the variable's entry in the model's aircraft.cfg file. - example - a rudder is named "rudder" - not "rdr" or "rdr_left" etc.
The other type of animation is user-controlled, and that also requires the part to be named correctly, certain parameters to be set in the aircraft.cfg file. However, you must set the animation of the part in the modelling program by means of key frames .. at time 0 your gear is retracted; at time 25, it's 50% extended and rotated through 90-degrees, at time 100 it's fully extended and rotated.....
Th correct part names " tags" and information as to making the necessary changes in the configuration files can be found in the Microsoft FS2004 SDKs.... click on the link in my signature.
Of course, try out the other tutorials here and at Freelflight Design Shop (FFDS)
Re: Animating In Gmax

Posted:
Tue May 04, 2004 3:04 pm
by Hellhound
Felix.... i referred him to this site. i don't think he plays fs. i am using gmax to create an online game... well kind of. but i couldn't explain things to him so he could understand it.
Re: Animating In Gmax

Posted:
Tue May 04, 2004 3:38 pm
by Felix/FFDS
Okay - then my cautious recommendation is the "usual"
#1 - Go through all the discreet gmax tutorials (they're separate downloads)
#2 - What game(s) are you modelling for? There might be specific -game modelling forums available. In that case, more of the gmax animation capabilities might come into play - inverse kinematics, etc.
Re: Animating In Gmax

Posted:
Thu May 06, 2004 3:23 pm
by Hellhound
sorry to correct you yet again felix, but it's not a game quite yet. it's a game i want to create using gmx as the 3d model base. right now it's played IN gmax, but it still has a website
Project: 40k
Re: Animating In Gmax

Posted:
Thu May 06, 2004 3:40 pm
by Felix/FFDS
You might have better luck with a games engine environment.
The latest (at least the latest I bought) of 3DWorld Magazine has a game engine to it.
Also, you might want to look into BLENDER, a powerful modelling program in its own right, but with a gaming engine side to it. That way you could package the game itself.
Good luck
Re: Animating In Gmax

Posted:
Fri May 07, 2004 6:13 am
by Hellhound
oh... tank you. do these places have web sites?
Re: Animating In Gmax

Posted:
Fri May 07, 2004 7:51 am
by Felix/FFDS
oh... tank you. do these places have web sites?
3DWorld Magazine is a UK magazine, I buy my copies at Barnes & Noble, Borders, or similar.
BLENDER does have a website -http://www.blender3d.com. You can also obtain it in a CD when you buy "The Blender Book", available at bookstores.
Re: Animating In Gmax

Posted:
Fri May 07, 2004 4:09 pm
by Hellhound
looks good. and in order to change my work from gmax to blender, i need to be able to export .3ds files. is there a plugin for this?
Re: Animating In Gmax

Posted:
Fri May 07, 2004 4:13 pm
by Felix/FFDS
Export as MD3/Quake and use one of the converters (Milkshape, 3DExploration, etc)
Note that since BLENDER was initially developed for the LINUX platform, I found that its user interface is not as familiar as the that used in the Windows OS.
Re: Animating In Gmax

Posted:
Fri May 07, 2004 8:19 pm
by Hellhound
hey, one of my computers runs on linux. i'm farmiliar with it. and where can i get the gmax exporters?