I know how to animate things in 3ds max, and I know I could do one 1000 frames animation where I put all my
character's animations. Like
frame 0-99: walking
frame 100-199: running
etc.
But I'm sure there must be better ways to do this.
Can you create multiple seperate animation sequences in max (in the same file) and export only one at a time?
If so, can someone tell me how?
If not, can you create and rig the base mesh in one max file, then create the animations in seperate files BUT make it keep the base mesh as a reference?
So that, when I change something on the base mesh (move some vertices, correct uv mapping and so on) the mesh will be updated in the other files?
The files might be named like
BaseMesh.max
Walk.max
Run.max
Idle.max
and I'd like to be able to edit the mesh in BaseMesh without having to do all the animations from scratch.
How do YOU do this kind of things?
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And last but not least an LE specific question: the (more or less new) animation system handles animations in seperate files.
How do you extract these from:
1. One file with multiple/all animations with known frame ranges for the different poses. Can you put frames 0-100 of a mesh's animation in walk.anim, and put frames 100-... in ...
2. Multiple files (I guess that works the same way as extracting one animation from one file ("Walk.gmf -> walk.anim"), but how does that work?)
And how similar do skeletons using the same animations have to be? Exactly the same? Or just the same amount of bones connected (and named) the same way?
And how do you remove all animations from a mesh (they're not needed in the gmf anymore since they were extraced)?
Thanks in advance.