I think the current m3 exporter doesn't support IK. You will have to use a IK to FK converter for the bones and reskin the model aftwrwards. Look in wc3campaigns.net and thehiveworkshop there were to 2 different there able to do that.
BlinkHawk is correct, the Current Exporter does not support IK's directly.
The way i found to work around this is to Bake the animation into the bones:
First i Recommend animating at 30fps. (there is an easy way to convert to 1000fps later)
-Once you have completed all your animations, Select All your Bones and goto the Motion Tab.
-Underneath the Motion Tab, Click the button Trajectories (CAUTION: This can cause 3ds max to lag depending on how many animations you have. Max will be drawing out the path that the IK is creating, let it work and when its finish you will see a red rope for each path.)
-Go down to Sample Range.
Sample Range:
Start Time: Put the First Frame Number of your first animation sequence
End Time: Put the Last Frame Number of your Last animation sequence
Samples: this will be the number of keyframes created from IK's. i Recommend having keyframes every 2 to 3 frames ( Lastframe# - FirstFrame# / 2 or 3)
The more frames you make, the smoother the animation with transfer, but will also increase file size.
-Go to Collapse Transform:
Check the box for Position , Rotation , and Scale.
-Click the Collapse Button ( agian for Large projects, Max will lag/freeze while it is working, go grab a snack :P)
And your Done!
to convert a 30fps model to 1000fps:
-Use the M3 exporter and under Animation Options set fps to 30, export and open a new Max window.
-Use the M3 Import to reimport your model, set animation fps to 1000.
the standard max time config only allows for multiples of 30. (closest it will make the speed to 1000 is 960, which will make your animations off time.)
I'm experimenting a little with 3ds max, learning how to animate models. And I've got a question. There is a video where I explain my problem:
So, do I do something wrong, or IK solvers just can't be exported to affect animation in the editor?
Or maybe I just move in a wrong direction? Are there some good animating approaches everybody use?
I think the current m3 exporter doesn't support IK. You will have to use a IK to FK converter for the bones and reskin the model aftwrwards. Look in wc3campaigns.net and thehiveworkshop there were to 2 different there able to do that.
@Zolden: Go
BlinkHawk is correct, the Current Exporter does not support IK's directly.
The way i found to work around this is to Bake the animation into the bones:
First i Recommend animating at 30fps. (there is an easy way to convert to 1000fps later)
-Once you have completed all your animations, Select All your Bones and goto the Motion Tab. -Underneath the Motion Tab, Click the button Trajectories (CAUTION: This can cause 3ds max to lag depending on how many animations you have. Max will be drawing out the path that the IK is creating, let it work and when its finish you will see a red rope for each path.) -Go down to Sample Range.
Sample Range:
Start Time: Put the First Frame Number of your first animation sequence End Time: Put the Last Frame Number of your Last animation sequence
Samples: this will be the number of keyframes created from IK's. i Recommend having keyframes every 2 to 3 frames ( Lastframe# - FirstFrame# / 2 or 3) The more frames you make, the smoother the animation with transfer, but will also increase file size.
-Go to Collapse Transform:
Check the box for Position , Rotation , and Scale.
-Click the Collapse Button ( agian for Large projects, Max will lag/freeze while it is working, go grab a snack :P) And your Done!
to convert a 30fps model to 1000fps: -Use the M3 exporter and under Animation Options set fps to 30, export and open a new Max window. -Use the M3 Import to reimport your model, set animation fps to 1000.
the standard max time config only allows for multiples of 30. (closest it will make the speed to 1000 is 960, which will make your animations off time.)
Formally Kinkycactus
I feel so good, when someone spend his time to give a detailed answer to my question and it helps. Thank you, guys, now everything works fine.
My very first model:
It has 2 animations: walk and attack.
@Zolden: Go
very nice, makes me think of a walking pair of pants
Formally Kinkycactus