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Exporting Skinned Meshes

Tutorial Author:Clifton Poli

This quick guide will show you how to get meshes skinned with 3ds max's 'Skin' modifier into RealityBuilder. If you're using the 'Physique' modifier in 3ds max, you can just follow the procedure detailed at SkinnedCharacters.

Required Programs

Steps

3dsmax -> Maya -> X -> Reality Builder

  • skinmeshtutp1.jpg:
    skinmeshtutp1.jpg

1. Export mesh (without animations) from 3ds Max in the .FBX format:

  • skinmeshtutp3.png:
    skinmeshtutp3.png

2. Export animations from 3ds Max as .X, and in-game (with an AnimatedModel or MModel.LoadAnimation) be sure and set the FlipYZAxes property to true for the animations to be oriented correctly.

3. Import .FBX mesh into Maya (from this point on, you can also follow the MayaExportingGuide):

  • skinmeshtutp4.png:
    skinmeshtutp4.png
  • After importing, be sure to select "Capture Skin" in the "DirectX" menu:
    skinmeshtutp2.jpg

4. Then export mesh from Maya in .X format:

  • skinmeshtutp5.png:
    skinmeshtutp5.png

5. Import mesh into RB as .X:

  • skinmeshtutp6.jpg:
    skinmeshtutp6.jpg

Attachment sort Action Size Date Who Comment
CharacterExportTestAnimated.max manage 456.5 K 19 Jul 2005 - 02:08 Main.guest Test Mesh
skinmeshtutp1.jpg manage 104.6 K 19 Jul 2005 - 02:15 Main.guest  
skinmeshtutp2.jpg manage 119.2 K 19 Jul 2005 - 02:15 Main.guest  
skinmeshtutp3.jpg manage 43.5 K 19 Jul 2005 - 02:15 Main.guest  
skinmeshtutp4.jpg manage 49.2 K 19 Jul 2005 - 02:16 Main.guest  
skinmeshtutp5.jpg manage 43.3 K 19 Jul 2005 - 02:16 Main.guest  
skinmeshtutp6.jpg manage 86.2 K 19 Jul 2005 - 02:16 Main.guest  
skinmeshtutp3.png manage 6.0 K 19 Jul 2005 - 22:49 Main.guest  
skinmeshtutp4.png manage 7.5 K 19 Jul 2005 - 22:49 Main.guest  
skinmeshtutp5.png manage 9.9 K 19 Jul 2005 - 22:49 Main.guest  

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