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3D Modeling workflow for Quazar3D  »  Exporting animated objects

Exporting animated objects

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EXPORTING ANIMATED OBJECTS TO QUAZAR3D (SPLINE).

Exporting animated object using spline will be presented on an example of falling drops. First, animate objects in a standard manner by adding key frames on timeline in 3dmax. After that reset Xform in all objects (Utilities -> Reset Xform). Use collapse in the new modificator and reset Transform and Scale (hierarchy -> Reset). Next, create a support object of Point type and with the use of Select and Link tool connect them to every animated drop. Remember to set the support object in a proper location because after importing the animation to Quazar3D the object's pivot will appear in place of the supporting object. It is recommended to name Points accordingly. The name of the object in Quazar3D will be the same as the supporting object. It is also recommended to create one more supporting object and connect all other supporting objects of the drops to that one. In this way the hierarchy in Quazar3D will be more organized. Final hierarchy should look like the one on the image below.

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When all is set, export objects (select geometry and all supporting objects that belong to the hierarchy) to a FBX file. Use settings as on the image below.

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Now import the FBX file to Quazar3D using Import files tool. If the animation is not displayed or is displayed incorrectly restart Quazar3D.

EXPORTING ANIMATED OBJECTS TO QUAZAR3D (SKIN)

The second method of animation is with the use of a Skin modificator. In this case create supporting objects just like before. They will function as bones. Place Points in proper places for optimal modification of the object's geometry. Transform supporting objects into bones (Animation -> Bone Tools). Use setting as on the image below.

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Next apply Skin modificator to the object, add supporting objects and adjust the size of the area that bones should affect, so that everything is properly deformed. After that the object is ready for the animation process. Finally add another supporting object and connect all other supporting objects of the Skin modificator to the new supporting object. It also needs to be transformed into bone (Animation -> Bone Tools). Just like before the imported object will have the pivot and the name of this supporting object. The Point which is the parent cannot be animated. Use export settings as on the image below.

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If the animation is not displayed or is displayed incorrectly restart Quazar3D.

In the scene attached to the manual the previously described techniques can be observed in objects Bones_01, Bones_02, Bones_03 and Water_Drops.

SAMPLE FILES:

FBX EXPORT:

3ds Max SCENES: