Hi!
I’m trying to import animations for a World of Warcraft Machinima project I’m working on, using 3DS Max and WoW Model Viewer.
I can export the models fine from the game, resulting in a ~37 MB FBX file containing the mesh and all associated animations. I’m following this tutorial ().
It has sort of worked for me in the past, resulting in a very small mesh without a physics asset and animations rotated 90 degrees on the Y axis, but those things have been easy to fix. However, when I attempted to do it again this morning, the mesh was scaled properly, generated a physics asset and no animations would be imported correctly.
I can see and play the animations (imported one by one) just fine in 3DS Max, but once I export the individual animations and import the resulting files as described in , the animations refuse to play. The frame count is correct and I can see that it is playing through them, but the mesh does not move.
I’m not sure if it has any importance (I’m a noob when it comes to 3DS Max, learning as I go along), but the working model which I saved as a .max project displays the bones below the mesh itself like this:
However, the mesh which refuses to import animations displays it like this (the rest of the bones are all there):
If I try to move the bones (link?) Max complains about a dependency loop.
I’m stumped, so if anyone has any idea what I’m doing wrong, I’d be really happy ^.=.^