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View Full Version : how to export animated character to w3d


JONO
06-11-2003, 05:12 PM
hi

some of you may remember me biaaaatching for a week or so a short while ago about how lightwave has problems exporting rigged characters to shockwave w3d format and asking how to do it and asking again and again and so on. well, after some great help and much trial and tribulation this is what i have have come up with.

at first i thaught it was number/ complexity of bones, then the theory centered around expressions,IK and modifiers as the problem.well, these were all right but were not the main problem. these all have work arounds. the big bugger is when one uses 'record pivot rotation'. this step is often taken when rigging a character and hence most rigs dont work!

what i did was set up a simple bone structure whick can be seen in the pics and is a mixture i think of evil-lab and michael blackbourne rigs. went about parenting the bones correctly the applied contraints to the calves and upper arms only. i then set up very basic one null IK to each foot foot. the same can be done to the arms but i leave it cause as far as i know that is normally done using FK for game characters - yuor choice. the key is now to use a plug-in called BakeIKtoKEY ( you can get it at www.flay.com ), it goes through all the channels using IK and bakes the motion - then deactivate 'enableIK'.

dont use any modifiers like follower, it wont work. expressions can be used but all channels using expressions must be baked from within the graph editor and the expressions then deactivated or deleted.

now you can export the animated character to w3d format ;)


also note this is my first game character ever so please crit it.

1688 poly's ( including bones ) after tripled
textures at 512 x 512

JONO
06-11-2003, 05:23 PM
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JONO
06-12-2003, 11:54 AM
ok 52 views and not even one reply.

i know that not many use shockwave export etc. for their games but hey, surely it is interesting enough to post some feedback.
atlest comment on the character - this is a crit forum after all.

is he super kaka ?

AnavelGato
06-12-2003, 03:03 PM
I have never exported 3d things to shockwave but to me the spine bones seem odd from the side view. Too arched.

JONO
06-13-2003, 09:45 AM
AnavelGato : ja, it may be alittle too arked but it works 100% and the angle makes it easy for the software to recognise the correct direction of the bones and avoids those pesky rig jitters.

dont you just hate them.

i went to your and it looks great. your work is really good so ill be sure to pay attention to your advice.

chow

nissan
03-07-2005, 08:40 PM
man, how can i get the w3d exporter? and how it works?

can i use an entire building to make a virtual tour? give me some help to start..please...

i need this to my job...

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03-07-2005, 08:40 PM
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