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Exporting CAT to XNA
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  • G0dsl4yer
  • Posted: 28 December 2011 07:37 AM
  • Total Posts: 27
  • Joined: 03 June 2009 08:18 PM

I was wondering if anyone knew exactly how to export a character rigged and animated using CAT so that it can work in XNA? Ive tried using Panda Exporter and I get an error saying that the file is corrupted but when I use the FBX 2006 exporter, it says I have too many bones when clearly I don’t. Anyone have any tips or have successfully used CAT with XNA?



Replies: 0
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  • tyree
  • Posted: 28 December 2011 02:34 PM

if your trying to export the cat animation directly from max as is. some not all exporters have problems dealing with cat. because it has a number of features and controllers the exporters cant do anything with. which can cause errors

converting the cat animation to another animation type might help. you tried fbx try an older version of fbx



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I have. I said I tried an older version of fbx which was 2006. When I did that, XNA says I have too many bones, but it seems like its registering other things as bones or something because I don’t have that many.

Author: G0dsl4yer

Replied: 28 December 2011 04:44 PM  
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  • tyree
  • Posted: 28 December 2011 07:35 PM

I didnt realize you started with 06. what about the 2010 or 11 version



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I tried and I still don’t have any luck. I saw something called kWX-porter, but it’s only up to 2011 and not compatible with 2012. Ive been looking for a solution for a couple of days now. There has to be a way to do this, isn’t there?

Author: G0dsl4yer

Replied: 30 December 2011 08:08 AM  
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  • tyree
  • Posted: 30 December 2011 03:02 PM

this is a somewhat long workaround, but you can export as 3ds. but frame 0 will have to start from the skin position, with arms out.

then go into the animation, since the 3ds version will have to be reskinned again. once you reskin export that as fbx. that animation should work with any exporter

and if you go to tutorial section on this site. there is a tutorial for exporting cat to fbx. but in my opinion is more involved then my approach. but you may want to give it try



Replies: 1
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I thought I responded to this, but I asked if you could explain in more detail exactly what you mean and exactly what is being exported in your method.

I tried the other method, but when I get to the point of remaking the snapshot to get rid of the popping in the animation, it’s still there.

I’m not exactly sure what your process is, but I feel like it may be more successful for me right now.

Author: G0dsl4yer

Replied: 31 December 2011 07:23 AM  
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  • G0dsl4yer
  • Posted: 31 December 2011 06:01 AM

I’m sorry, I’m not 100% sure of how you are explaining your work around, could you explain it step by step for me? I’d extremely appreciate it.



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  • tyree
  • Posted: 31 December 2011 07:20 AM

export your cat animation as 3ds, import as 3ds then export as fbx. but 3ds doesnt have skin, so you will have to reskin. thats why the character will need to start from the skinning pose



Replies: 1
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Oh, for some reason it didn’t say my response went through. But when I export, am I exporting the bones as well as the mesh?

Author: G0dsl4yer

Replied: 31 December 2011 07:24 AM  
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  • G0dsl4yer
  • Posted: 31 December 2011 08:03 AM

I think I have it now after doing it a couple times. Thanks a lot. I haven’t tested it in XNA yet, but in theory, this should work since it is technically no longer CAT data. Thanks again.



Replies: 0
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  • tyree
  • Posted: 31 December 2011 09:19 AM

thats why it works regardless of the engine. its basic/standard information that any engine can read



Replies: 0