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3DS to W3D in Director problems - Macromedia Director 3D

I'm working with an animator on a project. He's imported a Lightwave (.lwo) character into 3DMax and has rendered it and made it do a move. He exported it as W3D and it imported into Director. However, it doesn't move! It moves in the preview in Max. What's going on? He has a PC, I have Mac but I don't think this is the problem because he's made a simple bouncing ball in max and it worked in director as a w3d. So we think the problem is the fact that it was originally Lightwave. Is it? If so, how ...

  1. #1

    Default 3DS to W3D in Director problems

    I'm working with an animator on a project. He's imported a Lightwave (.lwo)
    character into 3DMax and has rendered it and made it do a move. He exported it
    as W3D and it imported into Director. However, it doesn't move! It moves in the
    preview in Max. What's going on?
    He has a PC, I have Mac but I don't think this is the problem because he's
    made a simple bouncing ball in max and it worked in director as a w3d. So we
    think the problem is the fact that it was originally Lightwave. Is it? If so,
    how can we make it work in Director?

    Thanks in advance!:(

    timmytotz Guest

  2. #2

    Default Re: 3DS to W3D in Director problems

    That kind of animation is not exported by 3DSMax W3D exporter.
    Only keyframe and bones based animations can be exported in a W3D file.
    Now talking about your "bouncing ball":
    1) delete the current animation.
    2) insert a dummy into your scene
    3) link the ball to this dummy
    4) create a keyframe animation for that dummy
    5) group them both
    6) export the W3D file

    that's all.

    necromanthus Guest

  3. #3

    Default Re: 3DS to W3D in Director problems

    If you want to animate a character is much more difficult :
    1) you need a biped or a bones structure
    2) convert your character into editable mesh
    3) you have tune up the bones structure to fit on your mesh.
    4) apply the Physique modifier and attach it to the bones root node.
    5) you have tune up the physique modifier (hard work here)
    6) create a bone based animation
    7) group them all (mesh & bones)
    8) export the W3D file

    cheers

    necromanthus Guest

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