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[solved]how to import animation into tracker from max


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Posted

this might be a stupid question. how could i import object transform animation into tracker from max (no bone and skin)? i tried fbx seems working but only play the animation from fbx plugin.
thanks

Posted

We prefer to use either spline animation or linking objects to a single bone exported from max, and then bring that into tracker.  

 

Another possibility is to modify the camera_to_track.usc to script posted on this forum.

Posted

I think the fbx workflow is best, but hopeful it could use inside tracker.

  • 2 weeks later...
Posted

I have create a maxscript to export the animation to tracker directly. now it works for me.

Posted

Always welcome to share with the rest of the community ;)

  • 3 weeks later...
Posted

Here you go.

simply drop to you max viewport(there are some other tools i created to improve the workflow).

use the last button for animation export (remember to switch the scale controller to xyz, which could be done by the upper button)

1:export all your initial mesh(without any animation) to a node with the node export from unigine menu (this might able to improve automaticly done by script later)

2:import(not reference) the node to a world and save

3:click the "animexp" button and choose a tracker file you want to save and your world file just saved

4:open unigine and load the world, then open tracker to open your tracker file you just exported

 

note: the name of your animated object should be unique in the world, as the script will looking for the name to match.

the reason why you need first import all mesh into the world is that I need all the objects GUID for the tracker to match.

BTW: a question: how could you import quickly from another world tracker to your current world? like, the day of time track in valley.

As you have to match manually for the lights,particles...etc 

 

hope you like it:)

ZY_UniTools.rar

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