Author Topic: Q: Mocap data in 3dsmax, translated into mdl format?  (Read 393 times)

Legacy_Killmonger

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Q: Mocap data in 3dsmax, translated into mdl format?
« on: February 17, 2011, 07:25:53 pm »


               Hey,
As a long time player/builder of Nwn1, I've grown more interested in making new phenotypes. I am somewhat skilled in max and I've created my own content. However, I want to know more about how to use the controllers in max7 to produce keyframes onto the Nwn mesh (yes using biped not cat). Sort of like the excellent work by NinjaWeasel and others.
I understand how to fully rig and apply mocap files thru biped, but the automation of keyframe placement and the correct alignment of assemblies and list controllers still eludes me. Online tutorials that I've found are not explicit enough.
Could anyone please help me sort it out or at least point me in the correct direction?
               
               

               


                     Modifié par Killmonger, 17 février 2011 - 08:04 .
                     
                  


            

Legacy_OldTimeRadio

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Q: Mocap data in 3dsmax, translated into mdl format?
« Reply #1 on: February 17, 2011, 08:30:11 pm »


               You should really repost this question in the Custom Content forums, here.

Otherwise the people who might be able to assist might not even see your post.
               
               

               
            

Legacy_Killmonger

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Q: Mocap data in 3dsmax, translated into mdl format?
« Reply #2 on: February 17, 2011, 08:51:04 pm »


               Thanks OldTimeRadio

I think I shall do just that