3d Max Animation Zip

6 views
Skip to first unread message

Georgeanna Cagney

unread,
Dec 8, 2023, 11:59:12 AM12/8/23
to Collection+JSON

Also, if animations are not exported correctly, you may want to disable animation optimization by using the Babylon properties menu on the scene (Right-click on the scene and select "Babylon properties" menu).

3d max animation zip


DOWNLOAD https://t.co/adLScvKLVH



First, create the model you will be using in the Key class. I choose to create a simple key (you might recognize a little inspiration from the Zelda games). As you can see, the key has 3 key frames creating a floating animation. Its material has no diffuse color (set to black), but a self-illumination color (corresponding to the emissive color in Babylon.js).

This tutorial takes you through the process of getting a *.cga into the engine. This will cover the 3ds Max pipeline, covering the basic *.cga with its default single animation (which has its use cases) up to exporting out a *.cga with multiple animations. In general the export workflow for a single animation *.cga and standard non-animated *.cgf only differs by choosing the export file format in the CRYENGINE Exporter.

Very important! You can use underscores in the folder structure and in the filename of the animation, however the Exporter works in such a way that it looks for the first "_" in the animation filename. After that, then everything else is considered as the animation name. See above for example filenames under the 'Rules for CGA's and Exporting Animations' section at the top of this page.

From within 3ds Max convert the controllers from the default Euler to the TCB controller. NOTE: This is a very important step because if it is not done, then no animations will play on the object.

Within 3ds Max and using the default timeline of 0 - 100 frames, at frame 50 move the object up 2m and at frame 100 move it back to zero. (This creates a looping animation of the ball going up and down).

To change the model to the object that you have just created go to the Entity Properties menu. One of the options available is a field called Model. Here, you can browse to the folder where you have saved the new *.cga (and select it). NOTE: Further down the property tree under the Animation menu is the Animation option which is preset to the Default animation.

It could be that the windsock model is fluttering in your Level. If so, then this is because it is playing its default animation. Once you swap out the source model of the Entity to be your new model then it should automatically play the bouncing ball loop.

As you can see in the above screenshot we have the AnimObject Entity using the exported *.cga. Also highlighted in the screenshot is the model path that links to your object (objects\tutorial\tutorial_cga\tutorialcga.cga). Loop and Playing are also ticked - this gives you instant play feedback of the animation.
NOTE: The play speed can be set to a different value.

NOTE: In the screenshot above the bounding box is highlighted. This shows the default position of the object. However, as the object is currently 1/2 way through the animation it is shown outside of the bounding box.

Sometimes having an object looping an animation at the start is not the behavior you require. Maybe you want the animation to only trigger when a certain event happens. In these situations the Flow Graph tool is used to control this type of interaction.

So far we have only been using the *.cga with the default animation. Sometimes this is all you need - a single animation on the object. However, you can go a lot further with *.cga objects. For example, the vehicles shipped in CRYENGINE are also *.cga objects. The HMMWV for example has several animations for the opening and closing of the doors.

The first change is that you can no longer us the "Default" animation - this is because the default animation reads the entire timeline that was setup within the 3ds Max scene. So, in the case of the HMMWV you would run through a very long sequence of all the doors opening and closing as they replay the timeline in full.

In the first animation we made a ball bounce up/down, now we will populate the rest of the timeline with 2 further animations i.e. a left/right and forwards/backwards motion.
NOTE: 1: The entire timeline should have keyframes assigned to these new animations, 2: for consistency's sake always return the ball to the center start position and 3: use a frame range that is 100 frames long for each animation.

Changing the timeline length requires the Editor to be restarted. This enables the updated animation to be seen. Also, any modifications made to parameters such as keyframe additions, position updates, keyframes moved etc. mean that the exported *.cga or *.anm files will need the Editor to be restarted.

The key to this system is that the FIRST UNDERSCORE in the asset name is used as a signal to the Exporter that any text after the first underscore is the start of the animation name.

So in your Level, you should have 1 AnimObject set up to play the default animation. Since we have just exported out 3 more different animations let's see if they are working correctly. Either duplicate the existing AnimObject or drag some new ones into the scene (like before, and repeat this for a total of 4 AnimObjects).

Under the Animation section in Entity Properties, (where the animation is pointing to Default), replace Default with the names of your animations (up_down, left_right, etc.) and as you see them written in the Character Tool. Providing you have followed the above steps you should now have 4 AnimObjects all using the same *.cga file (tutorialcga) and each one playing a different animation.

In the following screenshot there are 4 *.cga's lined up and where each one is playing a different animation. Highlighted is the 3rd AnimObject that shows the correct text format for assigning a different animation away from the default animation. (left_right).

Hello,
My first question will be : when you export your GLB to Babylon Sandbox, does it work ?
If yes, then this is an issue on what kind of animation may excel support.
If not, please provide us with a sample to reproduce.
G.

Hello Guillaume,
I hope you had a good start in the New Year.
Your test.zip you mailed me still last year, worked out fine!
At least the animation is in the GLB integrated!
How did you do?
One thing in this GLB is still strange: In Powerpoint, when I orbit the scenary around, the blue ball (the one,which is not moving) clips away (disappears) like if there is an far clipping border.

While most animations are achievable with the Rigged Avatar file above, you might find yourself unable to get exactly the animation you want. If so, you can just use FemaleAction.ZIP or MaleAction.ZIP.

Autodesk 3ds Max is Autodesk's premier design visualization platform. It offers world-class state-of-the-art technology for creating photo-realistic "still" renderings and desktop animations. While it includes its own tools for 2D and 3D Modeling, Autodesk 3ds Max can also work with geometry imported from many other applications.

AutoCAD is a very flexible tool and it can be used for a wide variety of tasks. However, one thing you can't do with AutoCAD is animate a 3D model. You can, of course, create slides of perspective views and show them one after the other using a script file (see "Perspectives, Slides and Scripts" for details) but this doesn't begin to approach the quality of animation which can be produced with the aid of some other software utilities.

Essentially, creating an animated walkthrough with MAX is a 5 step process. First of all we must define the path of the walk by drawing a line (Drawing a Path). Secondly we must create a camera which will record the animation (Creating a Camera). The next step is to tell 3D Studio how long the walk should take (Time Configuration). We must then assign the camera to the path (Assigning the Camera to the Path) and finally we must render the animation to create the .AVI file (Rendering the Animation). Each of these steps is covered in the following sections.

To begin drawing a line, click the Create tab in the Command Panel and then the Shapes button . You should then see two columns of buttons on the "Object Type" rollout. Click on the "Line" button. Before you start to draw the line, there are a couple more settings you need to make. In order to ensure that the animation flows smoothly you need to draw a line which doesn't have any sharp corners. To do this, find the "Creation Method" rollout on the Command Panel and set both the "Initial Type" and "Drag Type" options to "Smooth" by clicking on the appropriate radio buttons. You are now ready to start drawing the path.

Although you can draw in any of the viewports, it will be easiest to draw the animation path in the Top viewport since this shows a plan view of the drawing. Effectively, drawing lines in MAX is the same as drawing Polylines or Splines in AutoCAD. Draw a simple line like the one shown in the illustration by clicking two or more points and then right-click to finish. When drawing the line, try to use as few points as possible to describe the camera path. The fewer points you use, the smoother the motion of the camera will be. The Top viewport should now look similar to the illustration on the right.

eebf2c3492
Reply all
Reply to author
Forward
0 new messages