Mystler wrote:Yepp, Max exports to the page that you choose. But thats quite it...
If I e.g. export a page called "MaleSimpleAnim" and open it with PrpShop there is the animation component but it's called "MaleWave", uses the same bones as the MaleWave anim and has the same lenght (75 frames). When I test it on my MOUL test-server the animation shows what is exported - the Upper Body. So, It doesn't matter what I do in the max file except changing the animation of working bones...
You need to change the Notetrack in the dope sheet. It's under Bone_Spine0. This is where the name of the animation goes. Don't forget you need to change the track to match both the length of your animation and the name of the animation. So for instance in your example you used MaleSimpleAnim the two notes you'd add in would be where the animation starts (Usually frame 0) with MaleSimpleAnim@start and then the last frame in your animation would also have a note for it called MaleSimpleAnim@end.
Edit: Correction it's Bone_Spine1. Also Christopher, since the Notetrack controls the name of the animation. I'm Guessing it's not going to export the full body because the note track that names the animation is on a lower object in the dopesheet heirarchy. IE All the bones for the lower body are before the Bone_Spine1 object in the heirarchy of bones. So try attaching your note to the handle object in the dopesheet, rather than the spine and that should do the trick.
Edit2: And of course Cyan had to be tricky. With the MaleWave rigging, the Bone the notetrack is on is Bone_Spine1. With the Female it's Bone_Spine0. Just change it to the handle object. It won't hurt it and it'll keep the heirarchy intact so you won't have to go searching for one bone has the one notetrack you'll need. Silly Cyan.