Exporting Animated Models with Biped from 3ds max to XNA

by Jazz Criações
Web: www.jazzcriacoes.com.br



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Downloading and Installing necessary plugins

The first thing you need to do is to download and install the newest FBX exporter from Autodesk (fbx20091).
To download it, use this link:
http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=6839916

You’ll also need panda exporter plugin. To download it use the follow link:

http://www.andytather.co.uk/Panda/directxmax_downloads.aspx

*To install panda exporter plugin, just put the file: "PandaDirectXMaxExporter_x86.dle" in your 3ds Max plugins directory.
Ex: "C:\Program Files\Autodesk\3ds Max 2008\plugins".


Exporting to XNA

** Before export your model, be sure that it being put in the grid center of your 3ds Max, because your model’s pivot will be defined by its position in telation of the grid center in the 3ds Max, so that if it would be out of the grid center it is going to make the translation movement when it is going to turn itself.



Open your model to be exported in 3ds max (in our case was used 3d max2008). The unwrap UVW modifier must be collapsed into your mesh, the model to be exported can only  contain your mesh, bones and "skin" or "physique" modifiers. (it works with editable poly or mesh).


With your model just ready and animated, click in "File => Export..." and set a name to your file. (Remember, the fbx expoter will only export the animations that appear in your timeline). In "Presets" set your current preset as "Autodesk Media & Entertainment" as shown in the screen below.



After that, click in "Advanced Options", Under "FBX File Format" tab set the "FBX Version" to: FBX200611, as shown below.


After setting the configuration click "OK" and wait your FBX export works.

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