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FSXA Gmax Animations

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unitedstates
If I have a Gmax animated object with one set of textures can I send the Gmax file to someone and have them create a clone animation with different textures? Is so, is there a way to create a new GUID number for the clone?

For instance if I have an animated rotating sign with Shell on it can they use the Gmax model and put Mobil on it with a new GUID number?

I tried using MCVX and created a new name and GUID but the animation is lost.

Thanks, Bob.
 
You want them to use a clone of the model with a different GUID? Just change it in GMAX with the LOD/NAME tool and export it again.

You can just change the texture and save it under the same name...
 
I want them to be able to change the textures from Shell to Mobil and save it so that they will have an animated Shell sign as well as an animated Mobil sign in my example above.

Are you saying they can open my Gmax animated model, change the name with the LOD/NAME tool, change the textures and export it as another name with a different GUID number? I want them to be able to make multiple animated signs with each having individual textures and having the same animation in all. Thanks, Bob.
 
Yes, I don't think textures have something to do with the animation, I think that even in modelconvertex you can change the guid and name there (in obeject information) and export. and assign new textures even.
 
Thanks but as soon as we use MCVX we loose the animation. The object shows up but with no animation. Bob.
 
Sorry to ask this but are you sure you are ticking the "export animation" box in the Gmax export dialog box, something weird must be happening, if the animation is good you should see animation in MCX.
 
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Hi Tejal,

you are right so far and you should see the animation in MCX. However, if your animation is being done in GMAX by using the bone animation function, MCX will apparently not support it. In the animation tag box from MCX you will not see a single tag entry. If you open a different model where a simple rotate animation is being used, MCX will show you the tags and the animation too. So MCX has a broblem with bone animated objects.

Dietmar
 
Right, you can check animations like rotating beacons, and objects movement linked to a trajectory. not very much accurately but enough to check if the animations is there.
 
But not, if you have a bone animation like a waving flag for example ! In this case MCX does NOT show any animation.

Dietmar
 
Tejal,

"Skin and bone animations are not (yet) supported by ModelConverterX. So I think the warning is related to that"

That is the answer from Arno, and I have not said any thing differently. MCX just does not the support bone animation, that all what I am saying. Nothing else. So we can close the issue if you don't mind.

Dietmar
 
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