I have problem
how to export .bin 3ds max as file this
http://www.mediafire.com/file/81nm21gg3 ... _Color.rar
thank so so much for help

Yeah bro do you know make file .bin for animationshakotay2 wrote:what is this? ran online animation?
I'm pretty sure you won't get any reply if you don't explain your problem.
Noone would start with animations if he did not have a mesh and a skeleton.
Do you have a skeleton?
(There's a good chance to get it from the .bin which you uploaded.)

bro do you have fb?shakotay2 wrote:skin and bones files are binary .x files; the mesh (skin) can be loaded using DXViewer: (I'll check the bones files sooner or later. It can't be converted to an ASCII file using MeshConvert /xt from the DirectX-SDK.)

I'm a coder, not a talker, sry.blackcatyb wrote:i want talk with you about it.
yep, and I already wrote that you'll need the skeleton first: (Hierarchy is missing, but required since names of bones are meaningless - Bonexx_mirrored.)i already convert .x to .max but i need know how to export .bin animation ^^
you try file .max this problem no one know export animation .bin file @@!shakotay2 wrote:I'm a coder, not a talker, sry.blackcatyb wrote:i want talk with you about it.
yep, and I already wrote that you'll need the skeleton first: (Hierarchy is missing, but required since names of bones are meaningless - Bonexx_mirrored.)i already convert .x to .max but i need know how to export .bin animation ^^
Parenting ids might be in the bin file.

I don't have max installed atm. I'd need an fbx file (and a dae file, maybe)blackcatyb wrote:you try file .max this problem
did you ever look at the bin file? It's frames contain 6 floats and two DWords, iirc, so it's hard to get a rotation matrix and the position from it as you'd need it for an (ASCII) animation .x file:no one know export animation .bin file @@!
Code: Select all
AnimationKey {
4;
62;
0;16;0.452612,0.717604,0.529327,0.000000,-0.426220,0.695510,-0.578448,0.000000,-0.783248,0.036203,0.620654,0.000000,31.000202,0.000005,0.000011,1.000000;;,
...
4960;16;0.452612,0.717604,0.529327,0.000000,-0.426220,0.695510,-0.578448,0.000000,-0.783248,0.036203,0.620654,0.000000,31.000202,0.000005,0.000011,
1.000000;;;
}
{ Bip01_R_UpperArm }fbx file you needshakotay2 wrote:I don't have max installed atm. I'd need an fbx file (and a dae file, maybe)blackcatyb wrote:you try file .max this problem
did you ever look at the bin file? It's frames contain 6 floats and two DWords, iirc, so it's hard to get a rotation matrix and the position from it as you'd need it for an (ASCII) animation .x file:no one know export animation .bin file @@!
Code: Select all
AnimationKey { 4; 62; 0;16;0.452612,0.717604,0.529327,0.000000,-0.426220,0.695510,-0.578448,0.000000,-0.783248,0.036203,0.620654,0.000000,31.000202,0.000005,0.000011,1.000000;;, ... 4960;16;0.452612,0.717604,0.529327,0.000000,-0.426220,0.695510,-0.578448,0.000000,-0.783248,0.036203,0.620654,0.000000,31.000202,0.000005,0.000011, 1.000000;;; } { Bip01_R_UpperArm }

Code: Select all
version 1
nodes
0 "w_cos_angel01_wings" -1
1 "Bone12_mirrored_" -1
2 "Bone01_mirrored_" 1
3 "Bone05_mirrored_" 2
4 "Bone15_mirrored_" 3
5 "Bone02_mirrored_" 2
6 "Bone03_mirrored_" 5
7 "Bone04_mirrored_" 6
8 "Bone16_mirrored_" 7
9 "Bone09_mirrored_" 6
10 "Bone07_mirrored_" 5
11 "Bone14_mirrored_" 10
12 "Bone17_mirrored_" 2
13 "Bone18_mirrored_" 12
14 "Bone01_mirrored__mirrored_" 1
15 "Bone02_mirrored__mirrored_" 14
16 "Bone07_mirrored__mirrored_" 15
17 "Bone14_mirrored__mirrored_" 16
18 "Bone03_mirrored__mirrored_" 15
19 "Bone04_mirrored__mirrored_" 18
20 "Bone16_mirrored__mirrored_" 19
21 "Bone09_mirrored__mirrored_" 18
22 "Bone17_mirrored__mirrored_" 14
23 "Bone18_mirrored__mirrored_" 22
24 "Bone05_mirrored__mirrored_" 14
25 "Bone15_mirrored__mirrored_" 24
end
skeletonexport .smd after rename it .bin?shakotay2 wrote:hah, cool, wings skeleton. How did you get it? You can export it from Noesis as smd file to see the hierarchy:Code: Select all
version 1 nodes 0 "w_cos_angel01_wings" -1 1 "Bone12_mirrored_" -1 2 "Bone01_mirrored_" 1 3 "Bone05_mirrored_" 2 4 "Bone15_mirrored_" 3 5 "Bone02_mirrored_" 2 6 "Bone03_mirrored_" 5 7 "Bone04_mirrored_" 6 8 "Bone16_mirrored_" 7 9 "Bone09_mirrored_" 6 10 "Bone07_mirrored_" 5 11 "Bone14_mirrored_" 10 12 "Bone17_mirrored_" 2 13 "Bone18_mirrored_" 12 14 "Bone01_mirrored__mirrored_" 1 15 "Bone02_mirrored__mirrored_" 14 16 "Bone07_mirrored__mirrored_" 15 17 "Bone14_mirrored__mirrored_" 16 18 "Bone03_mirrored__mirrored_" 15 19 "Bone04_mirrored__mirrored_" 18 20 "Bone16_mirrored__mirrored_" 19 21 "Bone09_mirrored__mirrored_" 18 22 "Bone17_mirrored__mirrored_" 14 23 "Bone18_mirrored__mirrored_" 22 24 "Bone05_mirrored__mirrored_" 14 25 "Bone15_mirrored__mirrored_" 24 end skeleton