Converting Animations to 3DSMax
From FleshWorks
by ascottk
Intro
This tutorial will need MilkShape, ActorX, and Cannonfodder's Half-Life 3ds max import plugin. Links to 3ds max files (Garrett animations) are on the bottom of this page.
Extracting the Animation
First use ActorX to extract the animation you want to modify, using the animation manager. I chose cat.psa. You need to specify which directory the Thief 3 animations are, and psa file you want to load in the ActorX roll-out.
Here is the animation manager:
Move the animations you do not want from the __Output Package__ column to the __animations__ column. I chose the cat's idle animation. "idle" should be the only animation in the __Output Package__ column.
Save it as "cat_animation_idle". ActorX will give you a confirmation, and it will automatically add the *.psa extension.
- Now use MilkShape to import the animation:
- File->Import->Unreal/UT PSK/PSA...
Wow, 61 frames for an idle animation seems like a little too much
You can probably tweak the animation while you're in MilkShape. For now just export the file to an *.smd sequence:
Importing to 3ds max
WARNING: I get an improper format with the the cat animation. It does work with Garrett animations!
You need to uncheck everything except "import skeleton":
If all went well, you now have a Thief 3 animations you can customize!
GAR_anims_3ds_max Link to Garrett's animations (3ds max) (1070422 Bytes)
Back to Mission Design: World Objects Tutorials Page




