http://away3d.com/wiki/pmwiki.php?n=Tutorials.ExportColladaMax - please add any information you find here as well. One thing to watch out for is that you can only have one Skin per bone, meaning only one Skin per rig. If you do have more than one Skin on your rig, just export them each using "export selected", selecting the rig and the single Skin. You can then load each Collada file and work with them separately. You'll find you also have to export any of the helpers you use for animation for it to work as well. Sometimes different combinations of Inverse Kinematics have real problems as well, try only doing arms and legs (if doing humanoids) rather than trying to make the whole right work. Really, I think if you want it to work every time though you need to go back to the days of early Pixar (pre Toy Story) and as http://en.wikipedia.org/wiki/John_Lasseter says, just be a good animator! You can parent objects to bones, sometimes. Sometimes it just don't like it :(
A quick note on the wiki for anyone listening: please lock it down somehow - most of the pages are vandalized (looks like it was automatically done too). Tarwin On Apr 14, 4:28 am, Vic <[email protected]> wrote: > What is a supported tech stacks combintations for Away 3D bones > animation? > > (Ex In PV, 3DS Max 2009 to Colada works). > > tia, > . -- To unsubscribe, reply using "remove me" as the subject.
