Trying to export keyframes from 3DS Max 5. Not working.

Started by schick, August 20, 2014, 09:06:23 PM

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schick

Error message when using 'FFVT3R' export:

There are no animation sequences defined in the scene.
In order to sucessfully extract KF or KFM files, you must first define at least one animation sequence.
No KF or KFM files will be created until you do so.

When I use the 'Netimmerse/Gamebryo' export I get no file and no error message.
I'm using FFVT3R_Exporter_Max51CS4 exporters that Renegade released.

I can't find any information on how to do this.
I've tried importing a .kf file full of animations and a .kf with just one animation. Same thing.
I'm totally new to 3DS MAX.

Help needed.

grenadier

https://groups.yahoo.com/neo/groups/Grenadiermeshes16/files

Check your settings with the Pic I uploaded at this site.

It should export it wherever your max file is located.

-Gren

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Until Further Notice,  

No Requests will be be accepted.



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schick

Thank you very much for the reply.
The exporter window I get doesn't look like what you posted.
Maybe I need your exporter instead?
It looks way simpler.

I get this, (not my picture):
http://img492.imageshack.us/img492/1695/tutpic030aj.jpg

I used 'Default Process Script' and 'Single KF without NIF' and was able to export a working KF from an irrational MAX file.
So that is some progress.

So maybe the big problem is with importing KF.
I get the errors every time I export an imported KF.

When I try to import and export the 'Single KF Export with with NIF' I exported from MAX, I get 'an exception occurred' and the exporter crashes.

3DS MAX is just bewilderingly different from NifSkope.
Where are the controllers that say melee, start contact end, etc.?
I can't find anything.


For reference; 'Script Selection' has these selections:
Default Process Script
Keep Fragment Nodes
My Process
No Processing
Optimize with ABV
Optimize with ABV - Keep Nodes
SceneGraph Optimizations Only
Terrain Process
Unify Terrain Normals (flagged ionly)

'File Export Script' has these:
Default Export Script
Export & Extract
Multiple KF Export with NIF
Multople KF Export without NIF
Single KF Export with with NIF
Single KF Export without NIF

'Skin Weight Threshold' defaults to 5%

'Platform':
PC
Playstation 2
XBox
GameCube

grenadier

#3
Okay I, had to re-read your post.


Anyway, I loaded MAX 5.1 and the modtools.  Now I see where your problems lie.
First off, the exporter I posted is for max 4.2 but works for 5.1.  It's just the front end.  What you showed me was the back end which we'll get to later.

They have a similar script in your Irrational Folder under Help\Art Docs\character exporting.html  but it doesn't work too well.
I posted mine that I just tested here :  https://groups.yahoo.com/neo/groups/Grenadiermeshes16/files

It'll be there for a couple of days until I know you have it.

1. Put that script in 3DS max 5.1 scripts folder and run max. 
2. Go to MAXScript of your toolbar and run script. 
3. Choose All for file of types
4. Select Character Tool and click Open.  The window will disappear.
5. Go to Customize and select Customize User Interface.
6. Go to the toolbar tab.
7. Under category it shows - All Commands.
8. Use the drop down window and select Freedom Force.
9. Below that you see the action window displaying only the Character Tool.
10. Drag that to the left of the undo redo buttons.
11. Now you have your Character Tool.   That will allow you to go from one animation to another.

It will also allow you to do a fast export to NIF files.
When you choose that the export window you normally see will appear and the files will be saved in the correct folder as opposed to defaulting to the meshes folder in MAX.
Here's the settings for your exporter:

In Convert    --------- Check the Lights Box.
In Textures   --------- Check use original images
In Animation --------- Check Use existing Biped Keyframes instead of sampled keyframes.
In Process Script ----  Use SceneGraph Optimizations Only.
In File Export Script -  Single KF Export with NIF.

You might run across some errors with tga  files from older max files.  You might have to convert them to dds format and then run export again.  I'm not too sure on this point, because it's been a while. 

IF ALL THIS DOES NOT WORK, chances are you don't have the character studio loaded or active.  To verify this find the Biped button and click it.  If it asks you for an activation code,  you have not activated it yet.

Anyway, I hope this gets you going.  Good luck.

- Gren  :) :) :)
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Until Further Notice,  

No Requests will be be accepted.



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