Skip to main content
gamedev.net
🔒 Locked

Creating Skinned Tank for Animation

Started by Medo Mex 2 replies 1.6k views
Original Post
Medo Mex
Medo Mex

I want to setup bones on a Tank I have created in 3Ds Max to use in DirectX (C++) and be able to rotate the wheels[font=courier new][size=2][color=#282828], [/font]turret and barrel by using DirectX (C++), however I am not sure about the correct way to make the tank skinned, I have tried to add bones and point them to the tank turret, it looks well in 3Ds Max, but when I use it in DirectX using .x file it doesn't look right.



Any help would be appreciated.

ankhd
ankhd
Hello.

with my tank I made the turret a sub mesh and found its frame name then stored a pointer to the frame in code.
in 3dsmax it wash created as a group off meshes exported all at once. then you have a frame name for body, wheels , turret and other things like where the projectile
comes out of the barrel. Hope this helps
Medo Mex
Medo Mex
Thanks, do you have any idea about how I can rotate multiple wheel at the same time? for example if I have 12 wheels and I names them all "wheel", how can I rotate all the sub meshes that has the name "wheel" at ONCE?
ankhd
ankhd
I Rotate my wheels with animation from 3d modeling program then all I do is play the animation. may be faster then doing it your self.

Topic Locked

This topic has been locked by a moderator. New replies are not allowed.

Sign in to reply to this topic.