• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
    • Questions about making 3D assets can be posted in the 3D asset design forum. Either post them in the subforum of the modelling tool you use or in the general forum if they are general.
    • Questions about aircraft design can be posted in the Aircraft design forum
    • Questions about airport design can be posted in the FS2020 airport design forum. Once airport development tools have been updated for FS2020 you can post tool speciifc questions in the subforums of those tools as well of course.
    • Questions about terrain design can be posted in the FS2020 terrain design forum.
    • Questions about SimConnect can be posted in the SimConnect forum.

    Any other question that is not specific to an aspect of development or tool can be posted in the General chat forum.

    By following these guidelines we make sure that the forums remain easy to read for everybody and also that the right people can find your post to answer it.

FSX Max 2011 any use?

  • Thread starter Thread starter Deleted member 1281
  • Start date Start date
Have you tried playing the animations with the >, <, End and Home keys?

When I tried importing a gmax model into Max (2009 trial version, iirc) via the MDLCommander/Xporter route, I found the animations, although compressed into the space between keyframes 0 and 1, were still there! Max doesn't depend on fixed interval keyframes like gmax.

If you change the Key Mode (it's a button on or near the Track Bar I think), the animation will step through the key frames using > and < for a selected object, one by one. So, if you note the key frame number for each keyframe in gmax - for each animated object in turn - you can step through and edit the animations in Max to restore the correct keyframe sequence. You do this backwards: think about it...

It's a bit of work, but it lets you recover the animations you may have spent weeks on in gmax.

There weren't any visible keyframes upon import. Maybe Max 2009 can read .xanim files, but Max 9 (apparently) can't...



Yes, since each animated part has its own drawcall. So they can be identified. I don't think the type of animation can be exported with 3DS, but the keyframes should be possible.

Well, re-tagging the animations is no problem. Re-coding custom animations without the original modeldef would be a bit more difficult and time-consuming but doable as well.

The keyframes, in any case, will be the most important parts though.

Not sure how easy that would be for GMax (I don't use Max myself so can't comment on that). GMax is quite restricted for importing or exporting other formats.

Max has its own scripting language which is used for all kinds of plugins. Maybe it's possible to do something with that.
 
A friend of mine in the gaming industry (a huge developer) says that at large movie companies and gaming corporations that they have developers that can create all the addon tools (scripts) they need. Now, they have become so powerful in 3D design tools that they now create their own design tools so that you are no longer using Max or Maya. They were so good at creating new enhancements that they figured out how to just create their own design platforms which are more powerful then the 'known' platforms.


It would be nice to find a person that does custom Scripts and have some developed for us in the fields that we need, so that would could import/export, etc.

This way, we could smoothly render in Max, export to MDL in Gmax, have our animations and maps 'stay' with the model, no bugs, etc...



Bill
 
Back
Top