I find that there are a lot of unnecessary steps in there, and I've never gotten anims to work in-game that way. Try this and see if it works(this is for max 2010 only):
Pre. You have to have a model, and it has to be saved. And I suggest following N1's advice:
Nielk1 wrote:Before ANYTHING else, make sure the model looks good in game at scale as a prop or hovercraft. Trust me, I have gotten burned for not doing this before animating.
1. Make sure all of your objects have their pivots set up correctly. A good way to do this is to select your object, select the hierarchy tab, select 'Affect Pivot Only', 'Center to Object' if you want, and then 'Align to World'. If you're not going to align your pivots to the world, make sure all of your objects pivots are lined up the same way.
2. Make sure all of your objects are linked properly. Also, if you need to, make sure you have whatever constraints you are going to use are properly set up and working.
3. You need to make sure the controllers for
all your objects are TCB, so I'll just paste from GH's tut:
GreenHeart wrote:10.) In the upper left corner of your viewport,right click & select Views -> tracks ->New.
11.) In left portion of your tracked view port find the name positions & then select the controler named "TCB Positions", click "Make Default", hit ok.
12.) Just below the positions you should find the "Rotate" so right click that & then select the controler named "TCB Rotations", click "Make Default", hit ok.
do this for all your objects...
4. You need to set your time configuration, so I'll just paste from GH's tut again:
GreenHeart wrote:14.) In the lower right corner of your bottom menu find the "Time Configuration" button & click it to open the pop window.
15.) The time configuration settings are the following. Frame Rate: NTSC, Time Display: Frames, Playback: check real time & 1x speed.
16.) Also set the length of the animation by editing the end time & click ok.
5. Make sure your frame slider is on frame 0, and select 'Auto Key' in the lower center right. This will turn the frame around the viewport and along the frame slider track red. Now any rotation or position changes will be saved as your animation, UNLESS you keep your frame slider on frame 0.
6. Now, contrary to GH's tut, you do NOT have to animate every object EVERY frame. You can move your frame slider to frame 8, rotate an object, and max will automagically do the math for each individual frame. So in this step, you move your slider around and and rotate and move your objects. BE SURE to do any parent objects first, so as to prevent yourself some added frustration.
7. When you're finished, simply turn off 'Auto Key' and SAVE and EXPORT!!
Note: there are some very annoying things that can happen, such as when you are fixing your pivots; for some reason, on some objects if you rotate the pivot AT ALL, the object will bend around like, like, well, I don't know what. But the only way I know how to fix it is to create a box(or some simple object), set the pivot properly, 'convert to poly', and attach the object that is annoying you. All you have to do then is to delete the box and correct the pivot, and your problems are solved. If somebody knows how to fix this with a button press instead of all that work, please enlighten me.
Another annoying thing is when you export to xsi, and all your objects look perfect in max, but when you open up in 3dexp or bz, one or more of the objects are WAY out of scale, you need to do the same thing for this as you did to fix the pivot. Attach them to an 'edit poly' box, and then delete the box and fix the pivot, and make sure it is parented or child-ed correctly. If you didn't follow N1's advice, you've got to redo it...
Now this doesn't cover everything. Far from it. But it does show an easier way of exporting an anim.