Neeky McDeez wrote:Thanks to Megyaem30, spanish translation added in first post !
m4n4c0r wrote:If you are not to busy, I'm still waiting for an answer
m4n4c0r wrote:Hey Neeky,
I have a few questions working with 3ds max. When I start the programme, an error code appears that the kwxport.dle failed to initialize. But I copied the kwxport.dle in the stdplugs folder. The programme opens though. Could this become a bigger problem later in the animation process??
I have also begun to create the first keyframe. Somehow the "ready position" of the player at the beginning of the timeline is gone. So I have only a player preparing to hit a forehand an no movement in my animation. Is it possible to copy the keyframe I created and paste it into the original biped or the other way round??? I don't want to start again. I put a lot of time in the first keyframe.
Thanks for help.
Neeky McDeez wrote:Sorry mate, I didn't subscribed to this thread so haven't seen your question. Sorry for the delay, then.
First, about the initialization failure. If kwxport is in the stdplugs and your software opens without problems, that means it's good.
Just be sure of that by checking the possible file extensions in the export pop up window.
Go to file/export, and if you can select .x file (at the bottom of the list, instead of the .3ds which is by default), that's great. If not, that means the software hasn't correctly load the plugin.
Second, you can't copy the a keyframe from an animation to another...
BUT what you can do, is recreate the starting position : open a second instance of MAX with the biped's starting position and redo it in your current animation at frame 0. This is the only way. It has already happened to me, so I can feel your pain, but it's the shortest way to do it without having to redo your animation.
Neeky McDeez wrote:@megyaem30
I was thinking about your problems with the exporter.
It would be better to post in this thread about them, so people who face them can learn about them.
m4n4c0r wrote:Thanks for your answer Neeky.
I tried to export the file as a ".x" file. Unfortunately it wasn't listed. But I checked the kwxport folder again and I forgot to extract the kwxport-bak.dle . Now the ".x" file is listed in export. I hope the problem is solved now. The download of the kwxport contains 2 kwxport.dle files with different sizes. Which one is the right or do I need both of them?
Great tutorial by the way . I'm excited to test my first anims in the game. But there is still a long way to go I think
megyaem30 wrote:ahh..like i said to you in your other thread...i have notebook...maybe that could be the problem?...my OS? :Thinking:
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