Anyway, I'm having problem with exporting animation. Well, it is exported well, but there doesn't seem to be any animation when I view it using DirectX viewer. When I checked the .x file, the animation data does exist though, both the transformation matrix and the animation set. Also, it's a simple cylinder with 3/4 bones on it, and I only used skin modifier. Any solution? And what is "stretch time" on the dialog box?
BTW, I tried exporting it with pandasoft exporter, and the animation worked @.@
Verify that the "export
Verify that the "export shader" box is *not* checked, or if it is, that you have a shader material that appropriately applies animation.
Verify that the "export skinning" box is checked.
"Stretch Time" lets you scale the animation (so it takes more or less time).
If it still doesn't work, try posting a screen shot of the export options.
Huh, now it works. Seems like
Huh, now it works.
Seems like I mistakenly see "1,000" in the exporter as one thousand, so when I accidentally delete the content, I put a thousand (1000) on it, and the animation takes forever.
Anyway, I've got another question, if I'm not using bone, but objects as my bone system (linking the objects), is there anyway for the exporter to not also export the object-bone as mesh? So when rendered, there is only one mesh, the skinned mesh, not multiple meshes(skin and bones)
Don't put a texture on the
Don't put a texture on the bone object, and check the "ignore untextured" checkbox in kW X-port.
Or in 3ds Max, do node properties, and un-check the "renderable" checkbox.
Either will cause the object to not be exported as an object.