Exporting
Easy ogre exporter for 3dsmax is pretty simple to use and allows as many animations as needed to be exported. This is currently what we use as it has a higher success rate, until a skyline exporter can be made.
Easy Ogre Exporter:
If you click on the binaries section and choose your 3dsmax version. Then copy the downloaded .dle into your 3dsmax plugins folder.
Once installed, you can set the animations by selecting the frame on the timeline and use the tags which can be located at the bottom of the 3dsmax window. The area to click says add time tag.
Once the character is set up in the modelling package, choose export "Ogre Scene (.scene)" from the exporter menu.
This will split the files out into .meshes. (Warning: any separate meshes inside 3dsmax will be split into multiple .mesh files).
You could try to use the modifier Skin Wrap to merge multiple skinned meshes into one.
The materials exported will need to be turned into basic materials before skyline can advance them.
The basic material looks like:
Animations:
if you are not wanting to animate manually, then you can use Mixamo:
Mixamo:
They have an auto rigger which can be used for free with models that are less than 10k polys. It works really well.
They also have loads of animations which can be paid for, if you go with this option, use the free animations to start with and make sure you can get the character exported and in skyline before paying for animations.
They also have a tool which converts the rig from Ik bones to a 3dsmax biped rig inside 3dsMax, which is what i prefer to use.
Mixamo Workflows:
If you dont want to use mixamo, then i suggest to use the mixamo auto rigger to save yourself time, then hand animate the character or find .bip files on the internet and compose them in 3dsMax.
Hope this helps 
Statistics: Posted by SolarPortal — 17 Feb 2013, 16:01
]]>