Exporting Animated Models with Biped from 3ds max to XNA

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


After finishing the above step, click in "File => Reset" to reset your scene. Import to 3ds Max your FBX model with default’s import configurations, you don’t need to change anything. With your FBX model already in your scene, its necessary to add the texture again for the panda export save the texture path, so add a new material to your model with it’s texture. After that, click in  “File => export...”  select the “Panda exporter”, give a name to your model then click in save.



After that step, click in “3Ds Max Objects” tab, then in “Output Options” select: Mesh Definitions, Materials, Include Animation (Requires sub-frames) and bones.


Click in “Mesh” tab, then in “Mesh options” and change the “Optimize mesh” to “None


In the “Animation” tab Add how many animations sequence that you want. In “Animation Method” check “sampled”, in “Timeline” set it as keySeq.


In “Textures & .fx files” tab, in “Texture Conversion” check “Convert texture Map”, “Scale texture to nearest Power of 2” then change the “Format” to your preferred texture format.



In the “X File Settings” tab, in “Dx File Type” check “Text”, in “Dx Frame” check “Sub frame hierarchy” and in “XFile Animation Options” check “include Animation options” and change the “Type” to “open” and the “Pos. Quality” to “Spline Positions”.


Click “OK” and your .X model will be ready to import to XNA without problem. If you have any question and queries then don't hesitate to ask.

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