May. 20, 2009 @ 00:57
3DS Max VTA exporter release!

Thanks to those who volunteered to test-drive the beta of my VTA exporter. No bug reports came back and all said they had successfully managed to get their face animations working so I figure we’re good for general release!

I’ve written up some rough instructions on how to use it here but basically it’s exactly the same as Cannonfodder’s exporter. The main difference is that you don’t have to delete a lot of stuff before export – just make sure you have the bones and morphed mesh selected and off you go.

Feel free to email me any pics/demos of any models you got working with it! 🙂

Responses to “3DS Max VTA exporter release!”


This might be a dumb question, but can ready in-game animations be imported to 3DSMax somehow, so you could perform edits on them etc and then export them back?

I am mainly interested in importing face poses to do some face animation in 3dsmax, similar to that available in the source sdk faceposer program.

Posted by niklas
Tue, May 26th, 2009 @ 13:06

Well keyframe animations can be imported if you decompile the animation MDLs and import the SMDs from there. You’ll have to do FK animation though or re-rig the model to change the animation if you want to use IK.

As for face poses, I have considered making a VTA importer but I haven’t had any time to look into it seriously. You could try this though in the meantime:

http://www.facepunch.com/showthread.php?p=14248880

Posted by Jed
Mon, June 1st, 2009 @ 22:25