3dsmax import/export alpha version
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- Posts: 99
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3dsmax import/export alpha version
Really only for the 3dsmax users:
viewtopic.php?f=14&t=3655&start=110
I am really busy at work atm so I thought it would be bet to throw what I have out there in the meantime in case anyone can benefit rather than sit on it for the next few weeks.. Hope to get some more time in a month or so to fix a few issues and make it all a bit more robust.
Hope it helps someone - have fun! any questions feel free!
cw
viewtopic.php?f=14&t=3655&start=110
I am really busy at work atm so I thought it would be bet to throw what I have out there in the meantime in case anyone can benefit rather than sit on it for the next few weeks.. Hope to get some more time in a month or so to fix a few issues and make it all a bit more robust.
Hope it helps someone - have fun! any questions feel free!
cw
Re: 3dsmax import/export alpha version
even in this early state, this is a very valuable resource, thanks!
Finished Dungeons - complete mods to play
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- Posts: 99
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Re: 3dsmax import/export alpha version
Importing works fine now for me (with skin data!), thanks! But when I try to export I get an 'unknown system exception' error and this part of the script is highlighted:
nrm_mod.ConvertVertexSelection &in_n_verts &out_n_verts
Any idea what's wrong? I don't use max 2013, could that be a problem?
nrm_mod.ConvertVertexSelection &in_n_verts &out_n_verts
Any idea what's wrong? I don't use max 2013, could that be a problem?
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- Posts: 99
- Joined: Thu Oct 11, 2012 5:12 pm
Re: 3dsmax import/export alpha version
hmm not sure seems to work on 2011,2012 (not tested on other versions)
If you want to send me the mesh I can test it.
If you want to send me the mesh I can test it.
Re: 3dsmax import/export alpha version
It only works in 2013.wallasaurus wrote:hmm not sure seems to work on 2011,2012 (not tested on other versions)
If you want to send me the mesh I can test it.
I'm the Gate I'm the Key.
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Dawn of Lore
Re: 3dsmax import/export alpha version
Well, that's too bad. Just fyi, I imported the original Ogre model and exported without any changes. But if Leki tried it and it only works in 2013 then I guess I'll have to wait for the fbx tools. Unless you would like to make a backwards compatible version of course...
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Re: 3dsmax import/export alpha version
Strange, cos I do not have 2013 installed. At the weekend I will take a look. Can't understand how it works ok for me. Hmm.
Re: 3dsmax import/export alpha version
I think Diarmuid is having a problem with a model that loses a face upon export as well.
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Re: 3dsmax import/export alpha version
lose of faces = flipped normals.Neikun wrote:I think Diarmuid is having a problem with a model that loses a face upon export as well.
In 3ds 2010 I spent a 2 weaks with that (fliping normals, reseting, colapsing etc...)
Finally I had model without errors (first they appeared during export - "edit normals phase" - and I got break, after that I got "holes" after export), but when I started skinning, everything was lost and I got errors again.
In 3ds2013 (i have trial - it's free for 30 days) I can import model and export without issues. Now I'm trying to do animations in Max - well it was not the best idea to start with human - It's easy to animate monsters, especially flying monsters - who cares about mistakes in movements - it's monster, right - but a young warrior girl with sword and shield, with moves "like panther" - it's hard as hell...
I created some models like boxes etc. Exporter is working.
But when I created object with boolean operations I got errors in 2013 as well.
Conclusion is that you must create your models in proper way. Polygon flow, welded vertices, unified normals etc... I am not an artist, and I spend a lot of time to learn what to do - hope I will publish my female knight in next few days with another "how to" video...
I'm the Gate I'm the Key.
Dawn of Lore
Dawn of Lore