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kapete
30th Mar 2007, 09:57 PM
I want to make a dresser with a new mesh, so I opened Simpe and do all what I was suposed to do, I exported it in .3ds (I use 3d max), I made the new mesh with the drawer and I exported the two objects (clothing and the furniture) But now I don't know how can I make the drawer open, "drawer_trans" Joint I know that's the animation but I don't know what can I do. Could you help me? thanks

Sorry for my english.

Jasana_BugBreeder
30th Mar 2007, 10:38 PM
If the dresser includes just one GMDC (with joints), you cannot use 3ds format - it doesn't support joints. In this case, you must use smd format; for max, you'll need Cannonfodder's plugins (http://www.chaosincarnate.net/cannonfodder/cftools.php) to export and import smd. Note that smd format requires to export/import one subset at a time.
In max, you'll see Skin modifier on your mesh, all weight assignment is done in it. When weights are assigned properly, your dresser will be animated properly.

kapete
31st Mar 2007, 01:53 AM
I'm lost :cry:
How do I select the drawer :cry:

Jasana_BugBreeder
31st Mar 2007, 06:06 AM
First of all, I'd suggest you to hide bones, they're getting in the way.
Then, I'd suggest using the following trick:
- select Element level - you should be able to select drawer easily there if you meshed it separately
- move the entire element to known value so that it'll be distinctive - i.e. change Z += 2.00
- select Skin modifier, Edit Envelopes, assign the weights
- select Element level again and move your drawer back
If you didn't meshed the drawer separately (i.e. used Extrude and Bevel), then, if your mesh is Editable Poly, you can select the front polygon and then use Grow button (on top of rollout) to expand selection; when you selected drawer polys, Detach them to Element and then do as explained above.

kapete
31st Mar 2007, 11:45 AM
First of all, I'd suggest you to hide bones, they're getting in the way.
Then, I'd suggest using the following trick:
- select Element level - you should be able to select drawer easily there if you meshed it separately
- move the entire element to known value so that it'll be distinctive - i.e. change Z += 2.00
- select Skin modifier, Edit Envelopes, assign the weights
- select Element level again and move your drawer back
If you didn't meshed the drawer separately (i.e. used Extrude and Bevel), then, if your mesh is Editable Poly, you can select the front polygon and then use Grow button (on top of rollout) to expand selection; when you selected drawer polys, Detach them to Element and then do as explained above.

I think I've done it correctly :giggler: thankyou, when importing there are some options about bones and when I click ok it doesn't apear any mesh for replacing :blink: What's wrong ?

Jasana_BugBreeder
31st Mar 2007, 01:18 PM
when importing there are some options about bones and when I click ok it doesn't apear any mesh for replacingThe usual Import dialog (with Add/Replace/Rename/Nothing choices) appears right after the smd-specific import dialog (with bone per vertex number, morphs, and bumpmap checkbox). What do you get after smd-specific dialog - nothing, and error?

When export from max, did you assigned default material (with map.tga map) to your mesh? I had problems several times when another material was assigned.

kapete
31st Mar 2007, 03:06 PM
The usual Import dialog (with Add/Replace/Rename/Nothing choices) appears right after the smd-specific import dialog (with bone per vertex number, morphs, and bumpmap checkbox). What do you get after smd-specific dialog - nothing, and error?

When export from max, did you assigned default material (with map.tga map) to your mesh? I had problems several times when another material was assigned.

I got no errors, it appears the mesh group importer windows but the problem is that there's no mesh to import and replace in the "importable mesh groups" list.

I left the selected options the same way as they were:
Export Options
Skeletal Animation(Sequences and Animations) -> SELECTED
Reference (Creates body and collision models) -> NOT SELECTED

Flip All Normals -> NOT SELECTED.

And I don't assigned default materials.

$RaMRoM$
31st Mar 2007, 03:25 PM
check this (http://www.modthesims2.com/showthread.php?t=93105) tutorial

Jasana_BugBreeder
31st Mar 2007, 05:16 PM
Skeletal Animation(Sequences and Animations) -> SELECTED
Reference (Creates body and collision models) -> NOT SELECTEDAw, forgot to mention - you must select Reference here. Skeletal Animation is for animation :) while you need the mesh.

kapete
1st Apr 2007, 01:40 AM
Aw, forgot to mention - you must select Reference here. Skeletal Animation is for animation :) while you need the mesh.
Thankyou I did it. I'ts a little bit complicated to make this :blink: