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Verfolgung
03-19-2009, 06:47 AM
Is there anyway to convert an Editable Mesh into a bone so that Max see's it as a bone instead of a Mesh? I have some characters rigged with a snapshot copy of the Max Biped so that I could rig it with controls but I want to see if there is a way to just convert my version of the biped back into just normal bones so there is no exporting issues.

Anyone have an idea of what I am talking about? I could definitely use the help as I am still a student.

ramiro3d
03-24-2009, 08:19 PM
You can convert them into bones using the "Bone Tools" in the Animation Menu.

Verfolgung
03-25-2009, 10:19 PM
Attempted that this weekend but had no luck with it exporting. Its for an XNA project but I think at this point it could be a problem with the programming. I am just going to have to rig them again at this point but thank you for the answer.

PEN
03-26-2009, 05:24 PM
If it has to have the class of a bone then you can use this Max script

First create a bone and call it "bone01"
Then do this in the Max script listener. It assumes the name of the editableMesh object is "editableMeshBoneObject" change that part to what ever you need for each bone in the system. Then you will have to select all the bones and reset their scale in the Bone Tools dialog.

$editableMeshBoneObject.baseObject=$bone01

Polimeno
03-28-2009, 09:12 PM
If it has to have the class of a bone then you can use this Max script

First create a bone and call it "bone01"
Then do this in the Max script listener. It assumes the name of the editableMesh object is "editableMeshBoneObject" change that part to what ever you need for each bone in the system. Then you will have to select all the bones and reset their scale in the Bone Tools dialog.

$editableMeshBoneObject.baseObject=$bone01

cool Paul, nice tip !

say if i want to convert the class of any type of object to a HELPER/POINT...can you show me the line ?

thanks in advance.

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