Florent Glibert

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  1. Thanks for your quick reply. Yes, it's correct. But, where can i add an issue?
  2. Hello community, Do you think you can add, in the roadmap, an option for multi-animation in 3dsMax? Exemple: to have an array in the babylon options in 3ds in order to manually enter the range of different animations and put them inside the export (0-50: walk, 100-150: run)? This option would greatly help 3D graphic designers for complex projects. Thank you for your time. Florent Glibert Letsbro Studio @Deltakosh
  3. Thanks for your help. @Temechon I have 3Ds max 2017 Fr (yes, it's so bad...) @Deltakosh Yes, I also think it comes directly from 3ds max. I will test on the 2015 and 2016 to see if the bug depends on version. Do you think that the animations on the instances will not be possible (or difficult, considering the additional steps to do as soon as the bug appears.) I also pass the scene before export (I had to start again. I haven't save it before manipulation) But I think it will not change anything. bugInstAnim_first.max
  4. Hello everybody. I have recently encountered a problem in exporting an instance object with animation. Let me explain. First, I created a basic cube (Boîte001) to which I link a skeleton of two bones. I created a simple animation that folds it down. After, I created 3 instances of the cube and I turn them each of 90°. If I "export and run", there is no bug. The instances follow well the basic animation. (see bugInstAnim_ok.jpg) My problem happens when I close 3ds max and I turn it back on. If I "export and run" after re-opening, my export changes the orientation of my animation (while it is still good in 3ds.) (see bugInstAnim_bug.jpg) The only solution for my problem is to delete old instances and recreate them. Do you know where the problem might come from? Because, if I create a complex scene with full animated instancs and I have to recreate them after each restart of 3ds max, it might be very long... Thank you for your help. Best regards, Letsbro team PS: I joint my .babylon and .3ds files. @Deltakosh bugInstAnim_OK.babylon bugInstAnim_bug.babylon bugInstAnim_00.max
  5. Hello everyone, I have a question related to the 3ds max exporter. I would like to export several animations linked to a bone (not bibed) Ex : I model a Box. I link to him a single skeleton and apply two animations : Anim00 : opening the Box Anim01 : Closing the box. Is it possible that these two animations are differentiated after export (in the .babylon, with time and keys)? In such a way that I can activate either one or the other? If so, what method can I use? Thank you in advance for taking the time to read my post and for your help. Best regards, Letsbro team. @Deltakosh