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Animating In Gmax (Read 224 times)
May 3rd, 2004 at 10:00pm

NoViCaIN565   Offline
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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...
 
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Reply #1 - May 3rd, 2004 at 10:56pm

Felix/FFDS   Offline
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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)
 

Felix/FFDS...
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Reply #2 - May 4th, 2004 at 4:04pm

Hellhound   Offline
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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.
 

...&&&&well of course! i'm trying to hit them!&&&&always fight fire with fire... because you get a bigger one!
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Reply #3 - May 4th, 2004 at 4:38pm

Felix/FFDS   Offline
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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.
 

Felix/FFDS...
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Reply #4 - May 6th, 2004 at 4:23pm

Hellhound   Offline
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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
 

...&&&&well of course! i'm trying to hit them!&&&&always fight fire with fire... because you get a bigger one!
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Reply #5 - May 6th, 2004 at 4:40pm

Felix/FFDS   Offline
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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
 

Felix/FFDS...
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Reply #6 - May 7th, 2004 at 7:13am

Hellhound   Offline
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oh... tank you. do these places have web sites?
 

...&&&&well of course! i'm trying to hit them!&&&&always fight fire with fire... because you get a bigger one!
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Reply #7 - May 7th, 2004 at 8:51am

Felix/FFDS   Offline
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Quote:
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.

 

Felix/FFDS...
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Reply #8 - May 7th, 2004 at 5:09pm

Hellhound   Offline
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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?
 

...&&&&well of course! i'm trying to hit them!&&&&always fight fire with fire... because you get a bigger one!
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Reply #9 - May 7th, 2004 at 5:13pm

Felix/FFDS   Offline
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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.

 

Felix/FFDS...
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Reply #10 - May 7th, 2004 at 9:19pm

Hellhound   Offline
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hey, one of my computers runs on linux. i'm farmiliar with it. and where can i get the gmax exporters?
 

...&&&&well of course! i'm trying to hit them!&&&&always fight fire with fire... because you get a bigger one!
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