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Design Tools => Wall Worm Model Tools => WWMT Questions => Topic started by: supervideogamer15 on July 15, 2014, 10:39:26 PM

Title: Exporting animations?! Please help
Post by: supervideogamer15 on July 15, 2014, 10:39:26 PM
Hi. I have Autodesk 3DS Max 2013, and I have been using Wall Worm for quite some time now. I've been wondering if there was a way to export any animations that were made in 3DS Max into Source Filmmaker. I don't know how to do this, as I've only done models for Source Filmmaker, not animations. It'd be great if someone could help. I'm not that good with this, and I am getting bettter and better each time I learn more things about the Source Engine and modeling in general. I think you can export the animations somehow as an SMD, but I really have no clue what to do with exporting animations to Source Filmmaker. If someone could please help me and explain it in very easy steps, I'd much appreciate it   :)
Title: Re: Exporting animations?! Please help
Post by: wallworm on July 16, 2014, 12:34:22 AM
Well... yes. There is probably a caveat though.

Max 2013 had some problems with the skin modifier MAXScript access. There may be some bugs with the SMD exporter in 2013... which I rarely test anymore. I've been using 2014 since last year and have actually been testing in 2015 in last few weeks. If you have access to it, I recommend 2014 with SP5. 2015 is really nice but has a few quirks still.

That being said, exporting animations are straightforward. You rig your model with bones/skin... then add animations to the timeline. Each action should have its own frame range. To export these, make sure that $staticprop is off in WWMT and make a sequence for each action in the $sequence rollout of WWMT UI (where each sequence relates to the action/times.

A couple hints:

For Animated models:

1) Using the Local Origin is good sometimes, bad other... experiment
2) Do Not use Rotated Model.

Here are some pages that should be helpful:

Sequences (http://dev.wallworm.com/document/60/sequences.html)
Exporting CAT and Biped Models (http://dev.wallworm.com/document/125/exporting_cat_and_biped_models.html)
Facial Animations (http://dev.wallworm.com/document/76/making_facial_animations.html)



Just for info, last time I tested SFM (like CS:GO) the $origin command doesn't work.... so whenever you do use Local Origin on in SMF or CSGO... you must use the option for Origin in SMD.
Title: Re: Exporting animations?! Please help
Post by: supervideogamer15 on July 16, 2014, 08:51:31 PM
Alright thanks, I also have 3DS max 2014 just in case 2013 wouldn't work with something lol. I have all of those settings on the sequence, but I'm still confused on some things. Do I still export the textures and materials like I would usually do for a model? I've seen the sequence page you linked to me, and I did all of it, but I'm still a little confused on what to do next. Do I hit export model? Would that export the animations along with the model? Sorry I'm just a little confused. I'm still a newbie at this  :)