1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.

Exporting Animations from 3dsMax

Discussion in 'Modeling' started by Brother23, 18/11/06.

  1. Brother23

    Brother23

    Joined:
    10/11/06
    Messages:
    184
    Country:
    germany
    Hi folks,

    currently I do some complex mechanics for a fast plane from the 1930s.

    The tire is not simply attached to a pole that move in at 90 degree angle.

    No. There are Hydraulic Cylinders, and ankles an many more.

    So it moves alltogether in the way it can, ergo I need to do that with

    inverse kinematics inside max first. What I want to know is: Does the

    exporter to the flightsim understands the inverse kinematics or does

    he simply let 3dsMax play down the animation and writes down coordinates

    for every object and every frame?

    And if it works that simple last way, can the gear consist of multiple parts?

    ARMS, MAIN HOLM, TIRE ETC...


    Greetings

Share This Page