Hi,
created a curtain in 3dmax, I applied wind and created a simple animation. Converted the animation in keyframes. I exported to FBX, animation button enabled. But inside stingray that animation does not appear. The curtain is only static. (also I enabled animation when importing this model). Any tips on how to make this process work ??
tks
Here ... look the animation isnt inside de model... but the export settings are corretc.. i think... anyway here is the max file and fbx: https://www.wetransfer.com/downloads/c17bd3b862f3b49ee18cf5c520ce943120150911221030/970d12028e5bf835... i cant upload here in the site.. get error..
Hi leonarmb,
We currently are not supporting vertex animations. We plan on supporting this in the future, sorry for the inconvenience! You could animate this curtain by painting the vertex channels and using the shader node for vegetation -- you can there control things like movement and wind.
ahh.. too bad... i do not usually use flow or shader graph ... but I will try any solution for this. Thanks anyway. The Morpher modifier is not supported by stingray ???
We currently do not support morph targets but plan to in the future. 🙂
So Dan to follow this thread correctly, if I do a simple keyframe animation in Max then it should easily translate to Stingray via a node in flow?
@KCianchetta No. Animations will only come through if they are skinned. We do not currently handle vertex animations. You will have to use a skeleton for animating objects at this time.
Are you kidding. I am not using skinned meshes in animations. Isn't there any way of importing vertex animations in to Stingray? plugin or etc ?
And also in this video i think there isn't used any skinned mesh? https://www.youtube.com/watch?v=FP2TC6fd2JA. I can just link my camera movements not all the objects in the scene.
Hey Guys,
To help demystify some of the animation questions i made this quick video of types of animations supported as of now.
Paul
well. once you set your keys for Translation, rotation or scaling.. you can then Bake the animations into keys from 0 to max timeline of animation by selecting the animated object and hiting bake animation In animations tab in Maya 2016 or you can also find bake option in Edit as well . i hope it helps 🙂
Hi Alican
So the reason you havent seen much is because there really isnt anything to it.
Key you animations in maya/max
Export as FBX or use Game Exporter if you have multiple clips.
Import to stingray with animation checkbox on.
It will just work. You dont even need to bake the animations.
This type of "keyframe" animation will "create" and use the translations of the objects as "bones".
If you watch this kinda older tutorial on doors, it will show you how to import keyframe animations.
https://www.youtube.com/watch?v=RIGf2TKVAys
Paul
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