Tutorial: Creating models in 3dsMAX and Render via jPCT-Bones
From JPCT
jPCT-Bones can be used for rendering Skeleton Model and the workflow can be described as follow:
- step_1 : Create a Skeleton Model;
- step_2 : Export the model;
- step_3 : Rendering;
In this tutorial, I will teach you step by step:
- Create a Skeleton Model via 3ds Max;
- Export the model via OgreMax(Plugin) and script of Bones;
- Render via jPCT-Bones;
Ok , here we go ~
Contents
Platform you need
- Engine: Bones.
- Model Creation: 3ds Max 2013.
- Plugin: OgreMax(http://www.ogremax.com/downloads).
Create Model and Bones
- Create a new file;
- Select the “Create” tab > “Geometry” > “Cylinder”;
- Draw a cylinder, let's say with 6 height segments and check the “Generate Mapping Coords”;
- Click “Create” tab > “Systems” > “Bones”;
- Add some bones in the center of the cylinder;
- Select the cylinder, right click it and click “Convert To:” > “Convert to Editable Mesh”;
- Click the “Modify” tab > “Modifier List” and add the “Skin” modifier;
- Beneath “Bones:” click “Add” and select all of your bones;
Create the Animation
- Select the cylinder, and click “Display” tab > “Freeze Selected” so it is easier to select the bones during animation;
- enable the “Auto Key” mode;
- The first key frame will be created automatically. Move the animation track slider to frame 5;
- Move the selected bones a bit. The cylinder mesh will be deformed;
- Create some additional key frames. You may also select more bones and move or rotate them. (for example, I’ve created 25 frames);
- After creating the animation, disable the “Auto Key” mode;
OgreMax Settings and Export
- Open the “OgreMax” > “Scene Settings” dialog from the menu;
- In the “Meshes” tab, enable “Export XML Files” and disable “Export Binary Files” and “Export Vertex Colors”;
- Click the “Environment” tab and uncheck “Export Environment Settings”;
- While having the cylinder selected, open the “OgreMax”> “Object Settings” dialog from the menu;
- Open the “Mesh Animations” tab and select type “Skeleton”, “Export Skeleton” : “Yes”;
- Below “Mesh Animations” click the “Add…” button;
- Assign a name to the track, maybe “Cylinder”. The track type must be “Skin. Set the right “Start/End Frames” for your animation;
- Hit ok and you will see the animation in the table;
- While having the cylinder selected, open the “OgreMax”> “Global Settings” dialog from the menu;
- Check the Up Axis to Z , (if you select Up Axis to Y, something weird will happen);
- Finishing all setting above, click “OgreMax” > “Export” >”Export Scene” to export xxxxxx.scene;
- And then, you'll get xxxxxx.mesh.xml and xxxxxx.skelten.xml files;
xxxxxx.bones exporting
jPCT-Bones can only render format with .bones, so we need to transfer again from .xml to .bones via the script from jPCT-Bones ;
- Copy xxxxxx.mesh.xml and xxxxxx.skelten.xml into “./Bones/script/”
- Transfer this two files to .bones file(xxxxxx.bones) via Command Line Interface;
Example:
jmeOgreImporter -out xxxxxx.bones -in xxxxxx.mesh.xml
Render
You can test your model( xxxxxx.bones ) with the Android demo application.
Links
if you want to know more details ( for example some cut pictures ) , please visit Here