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3 Dimensional Chat / Is there no way...

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CattleRustler
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Location: case modding at overclock.net
Posted: 16th Feb 2008 17:55 Edited at: 16th Feb 2008 18:06
In 3dsmax, is there no way to have grouped objects, each exported as separate x files, retain their transform offsets when loading into the db_ engine?

lets say I have a handful of objects that I Group in max as "room", then another set of objects that I group as "player", and yet another set I group as "crate". I move the groups within max to some offset positions like the player in one corner of the room, the crate in the other. I export the three groups separately, each as their own x file. When I load them in db_ they all cluster at 0,0,0.

Inversely, if I dont use any max groups, and just separately select max objects that I want to represent the room, the player, and the crate, and export these selections separately (Export Selected) as x files, when I load them up in db_ they now retain the transform offsets correctly (ie they appear positioned in db_ as they do in max, within relation to each other) but now collision boxes and such are not attached to the visual object.

I would like to be able to model and export max groups as individual files, and have the lot load in db_ without having to have start-up positional code for every object. I have been able to eliminate all code related to texturing/images etc, by using max, and I would really like to do the same for startup positions/transform as well.

thanks in advance

[href]mod2software[/href]
Frap
User Banned
Posted: 16th Feb 2008 20:15
Not sure if this is the answere you need, but you can group objects by creating a single vertice and attaching it to your objects using parent and child grouping, If the lone vertice is set at 0,0,0 it should always load the main objects into position in DB. You can then use save selected or export selected to save your individual objects.

Not sure if its the answere you need as its a bit of a work around, but I hope it helps.
BenDstraw
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Location: Arizona
Posted: 16th Feb 2008 20:28
well if you went with fraps answer it would still all cluster at where the vert is.


But when you move or scale or anything a group of max objects max takes the average of all their pivots making only the pivot of the group as a whole. Now I'm not sure but if you open the group then export they retain there local pivots. But this only works importing back into max I cant test it in db cause I dont have a copy on my computer but you could give it a try



Dreams of Art Mastery Brought Me Here

CattleRustler
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Posted: 16th Feb 2008 21:18
thanks for the suggestions so far BenDStraw and Frap, I will try them out as soon as I can.

All suggestions welcome

Thanks

[href]mod2software[/href]
CattleRustler
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Posted: 22nd Feb 2008 01:27
Ok, you can use 3ds groups, and export the grouped model to x, and still have it retain the max transform offsets when loading in db_... just set the DX Frame parameter (in panda exporter) to "Top Frame Only". The collision boxes not being aligned with the models seems to happen independent of max groups, at least with collsion set to Boxes, and ShowBoundingBox(id, 1)

Ill post again if I fugure that one out

[href]mod2software[/href]
QuothTheRaven
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Posted: 22nd Feb 2008 01:30
I don't have max installed on this computer, but there's an option in the file menu I believe that lets you reset object positions. Max sometimes keeps objects at its own relative positioning system that doesn't line up with anything else.

There's also a modifier you can add to objects called Reset XForm that might do the trick. Try collapsing it into the stack as well if it doesn't work on its own.

CattleRustler
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Posted: 22nd Feb 2008 12:22
Ill give that a look, thanks

[href]mod2software[/href]

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