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Author Topic: Question about importing animation using ActorX Importer  (Read 7630 times)
fyp
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« on: February 23, 2011, 06:01 »

Hi everyone, I've encountered a problem about making my custom animation based on the original animation set using in UDK.
The following was what I have done:
1. I use "Umodel" to extract the animation set and the corresponding skeletal mesh using in UDK.
2. I use "ActorX importer" to import the skeletal mesh with bones in "3ds Max"
3. I using the mesh and bones to make my custom animation
4. I use "ActorX" to export the custom animation I made combining with the extracted (original) animation set.

But I found the following problem:
https://picasaweb.google.com/lh/photo/2s5JduI_2sk04FW7DvX41A?feat=directlink

The problem is that the original animation is destoryed as above and when I import the combined animation, ActorX importer show the above ERROR message.

What is the problem and how can I solve it?

Thanks
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Gildor
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« Reply #1 on: February 23, 2011, 11:52 »

ActorX exporter adds SCALEKEYS section which is not understood by my importer (it was empty in all psa files I've seen). But anyway - Max should display error and continue working.
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fyp
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« Reply #2 on: February 28, 2011, 06:11 »

But as you see in my attached image, the original animation was destroyed.

Only the custom animation was retained. How can I retain the original animation and combine with my custom animation?

Thanks
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Gildor
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« Reply #3 on: February 28, 2011, 12:32 »

You cannot mix animations using my plugin. That's not a bug.
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esr911
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« Reply #4 on: March 12, 2011, 21:45 »

Hi everyone, I've encountered a problem about making my custom animation based on the original animation set using in UDK.
The following was what I have done:
1. I use "Umodel" to extract the animation set and the corresponding skeletal mesh using in UDK.
2. I use "ActorX importer" to import the skeletal mesh with bones in "3ds Max"
3. I using the mesh and bones to make my custom animation
4. I use "ActorX" to export the custom animation I made combining with the extracted (original) animation set.

But I found the following problem:
https://picasaweb.google.com/lh/photo/2s5JduI_2sk04FW7DvX41A?feat=directlink

The problem is that the original animation is destoryed as above and when I import the combined animation, ActorX importer show the above ERROR message.

What is the problem and how can I solve it?

Thanks

Easy answer. use Motionbuilder, and use an additive animation tack, and export using fbx instead of psk

..:: ESR911 ::..
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optimusprime1o1
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« Reply #5 on: March 23, 2014, 01:02 »

Hi there is a psa file with multiple animations in it, and I would like to load 2 on the same mesh, is this possible?
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Gildor
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« Reply #6 on: March 23, 2014, 01:05 »

No, you can load only one animation at a time.
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optimusprime1o1
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« Reply #7 on: March 28, 2014, 01:47 »

Hi Gildor is there any way in actorximporter to add an animation to an object at a selected time(And just one animation) without destroying the previos animation? And is there any way that ActorXImporter can add animations in a diffrent way? Like you select the order of the animations?
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Gildor
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« Reply #8 on: March 28, 2014, 11:33 »

Hi. No, ActorX Importer doesn't have such feature because it's rather useless for most tasks. Animations are usually used with different start and stop offsets, and blended with other animations.
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c0r3
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« Reply #9 on: September 14, 2021, 00:18 »

Hello Smiley
Will there be an upgrade to ActorX importer for 3DsMax to support importing additive animations?
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Gildor
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« Reply #10 on: September 14, 2021, 09:47 »

Hi. No.
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c0r3
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« Reply #11 on: September 14, 2021, 22:06 »

Hi. No.

Ok )
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