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FPSC Classic Models and Media / How to make models FPSC ready in 3d max

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spudnick
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Posted: 11th Aug 2011 04:03
well its been a few days since last Q,

ok, i am in need of understanding on how to get and image and make it a uv map, well what i am trying to do is make a uv map for my weapon, i textured it in milkshape and it looks good, but of course to make a gun work in fpsc then their needs to be uv maps,

and i have no idea how to get a whole image or i should say a texture map from the gun to make a uv map, i think im making sense,

So basicly i am trying to get my weapon working in fps creator and so need help!

Thanks.

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
Pirate Myke
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Posted: 11th Aug 2011 04:16
Could you email me the weapon file in milkshape format and the textures for the weapon and the texture for the hands you are going to use. I will open it in milkshape and see what I can see that would help you out.


spudnick
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Posted: 11th Aug 2011 04:20
ok thanks myke i will do that tommorow as im on non production pc/laptop and do not have file on this but i will do that later for you,

Thanks M8

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
spudnick
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Posted: 11th Aug 2011 20:26
Hey PirateMyke, if you goto the my forum, you can get the weapon file file from the Animations post, as it was rigged by Leongamerz and it was uploaded to their after work was carried out,

Once it is a working Fpsc weapon i shall release it for free to those that has worked on it! and to all others in due course.

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
Pirate Myke
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Posted: 11th Aug 2011 21:00
Nope cant do that. Email them to me please. you want the help and I am just to busy to be trolling the net today. my email is in my email button in post window.


spudnick
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Posted: 12th Aug 2011 04:11 Edited at: 12th Aug 2011 04:26
OKi doki myke, i have sent you an email of the milkshape model

And thanks fof taking the time to have a look.

I would of sent it yesturday to you, but i did not have email service setup on this laptop, and so thats why i mentioend about the file being on the forum

As for the textures, I don't know how to export them from milkshape yet and im trying to find out write at this moment in time how to cus i used the built in texture part to do it.

Can you let us know what you think of it plz as it is my first weapon model that me and Leongamerz put together.

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
spudnick
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Posted: 15th Aug 2011 17:46
@ Pirate Myke.
its been a while since emailing you the milkshape model, and i have not found a way to export the textures using milshape.

And so i was wondering if i load up the model into 3D max and try and recreate the textures onto the weapon, is how or what way would be best to export them for you to use.

Aslo in 3D max what would be the best format to save the model in to use the textures that has been used in 3D max that would allow easy use for fpsc,

in short words what would be the best way to export a rigged weapon to use in fpsc.

Thanks for any help

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
Pirate Myke
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Posted: 15th Aug 2011 18:01
Hey, I exported the model in FBX format and imported it in 3D Max.
and it gave me an error about the tpose or first frame animation was not there.
All it had was colors in the materials no textures.

If you used bitmaps for the textures in Milkshape 3D. Zip them up and send them to me. Which ever ones you used. I want to see what your seeing in Milkshape.

I opened the file in milk shape and it was the same. Just color, no texture maps.

I opened it in Ultimate unwrap 3d and there are some unwelded verticies, I save it as a U3d file which usually holds all the mesh and textures, But still just color no textures. Please send me the texture maps that you used, so I can learn this myself.

If you used no textures and just color, then will need to bake it more then likely.


Pirate Myke
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Posted: 15th Aug 2011 19:00
Heres a tutorial for milk shape that may help.

http://www.make-video-games.com/milkshape/lesson-index.htm


spudnick
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Posted: 16th Aug 2011 02:15
Thanks myke, will get onto to that. thats what i did not understand, is that when i done the colouring, i thought it was making the texture at the same time, now i know differant

and so i will put together the right textures using a proper paint program.

i will be a bit slow on dooing this as im out of office for a few days, but will do it Asap

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
Pirate Myke
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Posted: 16th Aug 2011 02:31 Edited at: 16th Aug 2011 02:33
That will be good going thru and assigning textures to those colors.

Without existing textures:
If you are going to do it that way then you will need to bake those colors as a texture map then doctor them up with scratches and stuff. It is a mapping nightmare right now the way it is. I am messing with it in Max, But I have so much to do with My project, I am falling behind.

So let me get this straight. You only so far have assigned just colors to certian groups at the moment in Milkshape.


Pirate Myke
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Posted: 16th Aug 2011 16:10
Another tutorial by Exu Corporations. Step by step.

http://exucorporations-forums.1058250.n5.nabble.com/How-to-rig-guns-and-make-them-FPSC-ready-td4618134.html;cid=1313440757363-136


spudnick
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Posted: 16th Aug 2011 21:27
@ Pirate Myke
Yes to your question. is that i have only coloured the weapom in using milkshape. or as you mentioend Assigned

I will be studying them Tuts rather close as it is one of the most importent things that needs to be understood in my books, and I can get on with many more things once understood and do things without bothering to many people

So i have a spare few hours so i will crack on.



I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
Pirate Myke
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Posted: 16th Aug 2011 21:37
Check your forum under models. There is a link to a great tutorial for UV mapping in 3DMax.


spudnick
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Posted: 19th Aug 2011 00:38
i did reply to this post erlier but cot swallowed up;

and now have a bit more time.

iam just gonna do things in max only then convert to a X file format in frag,

cus all these tools to do this and do that is just delaying my maps and so Max will just have to do all, so i will texture my weapon in max and learn how to do this UV mapping thing, as mentioend in previous post in here.

So back to basics

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
spudnick
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Posted: 24th Aug 2011 03:15
I had a great day with 3d max, anf that is i created water on the ground as in a lake, and i also created a rain storm,

well i say created but it was from a tutorial, and it was for a well older version of max, but i gor there and it was fun,

but i could do with some help in making bigger waves, i did use the noise and mirror tthingy, or is it called bumps.

anway bigger waves is my goal to make

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
Pirate Myke
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Posted: 24th Aug 2011 03:30 Edited at: 24th Aug 2011 03:46
Big waves. OK Have not made any big sheets of water for the game engine yet.

But if you have your water mesh then you could click on vertex sub mod to the right and choose all the verticies above the mid point of the water plane and then scale them from world center out a bit.

I would play with a copy of it. This would make the waves bigger. I imagine the game engine is not going to like such a big entity. Its nice to see things render in max, but you need real geometry for x-file. It sounds like you took a proceedural noise texture to displace a mesh. Did it make real geometry thou?? That it the real question. Post a picture of the object in wireframe mod.
You might need to collapse it to get a real mesh out of it.

Try this veriation of what you did.
Make a box. set the sizes. down below is the sub divide.
Divide it by 10 x 10 x 1 height.

Find a nice bump map with the intended wave pattern.

Select the box and apply the displace modifier to it.
Assign your wave texture to the spot and play with the strength, till you get the desired wave structure.

This will give you real geometry to play with and cut up.


spudnick
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Posted: 24th Aug 2011 09:30
Thanks myke.

that sounds an intresting way, and it seems understandable to me now

as before on my rain, i just used a box and flattned it about 5mm thick,so its a massive plate.

Then i inserted a backdrop picture and aligned the plate to the ground, and then added mirror and noise and the bump features, and set there value to suite.

so i will try with to get a nice wave and make a bump texture,
Hopefully i can make 1.

i will post my work asap when its done

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
Pirate Myke
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Posted: 24th Aug 2011 10:17
You should get good results as long as you don't expect to get curls. I would be happy with a surface that is choppy looking.

The more verticies in the box the better the waves will look. Then reduce the polys in the over all mesh before export.


spudnick
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Posted: 28th Aug 2011 11:32 Edited at: 28th Aug 2011 11:54
hi Myke.

When you mention about more verticies the better, does this mean i can just add shed loads of them all over the place?

Also im strugling to get large objects from max into fpsc

what i did was to get a scale of an already made floor from fps creator.

and the dimentions was 100*100*100 according to the dimentions at the bottom in 3d max

and so i wanted a 6*6 square, and so i entered 300*300*300
Next i made the water with bump texture and all looks ok
And so i then use segment creator, and create floor, but when inside fpsc it only comes out with just a plain water texture and only a standard flor tile size.

i have attatched an image of project and next post is an image of export settings

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
spudnick
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Posted: 28th Aug 2011 11:52 Edited at: 28th Aug 2011 11:58
and here is an image of the export settings using kw X port plugin as i get no success from panada.

But i see nowhere how to export the bump textures, could i have some help pls as i cant find a way, i have looked al around the icons for texture export with no luck.

Thanks
in the mean tim im just gonna try a few more exports and make fpsc ready and try.

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
spudnick
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Posted: 28th Aug 2011 12:13
And here is an image from using Segment creator, showing a very small floor in the middle of the editor.

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
Pirate Myke
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Posted: 28th Aug 2011 12:14 Edited at: 28th Aug 2011 12:22
Set the scale denominator to one and try to export again. Clear the DBO and bin files for that object and retest. What you asked in the setting was to reduce to 1/40 the size.

You can make the object with as many verticies as it takes to get a good result. After you displace the top verticies and adjust the height, then you can save as a copy and apply the multires modifier to it before exporting. Reduce the number of verticies to the point where the border shape still is there. You will see when you have gone to far as faces start to dissapear to much.


spudnick
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Posted: 28th Aug 2011 13:12
Ah i undestand know, so that the scale aspect, so i was using 1/4 th scale instead of 1 to 1

i have just tried in segement creator and it is at 6 square size,
there is other floor model of 6 tiles big, but i need to learn myself and not use other peoples meshes, then i can get full satisfaction of knowing i have made it, even thos this is just as simple as it gets, but hey i had problem on exporting tho

And thanks for correct info

Also as mentioend how do you export textures? from max

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
Pirate Myke
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Posted: 28th Aug 2011 17:38 Edited at: 28th Aug 2011 18:38
Render to texture (baking) Is how you would generate textures from Max.
Did you assign the texture to a material then assign that material to your object? Did you try to UV unwrap the object to get the faces where you want on the texture?

In UV unwrap, You can select all the faces and go under the tools flatten mapping and it will spread out (flatten) the faces for you in the uv mapper.

Sample Max project files and texture in download button.

Leave the Mori_d2.dds file where the project file is, Open it up, and go to the modifier stack and click on UV unwrap. Press the edit button in that section. You can pick sides of the cube and you will see where they are mapped in the UV editor.


spudnick
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Posted: 28th Aug 2011 18:43 Edited at: 28th Aug 2011 18:44
Thanks again myke i will just download and have a go,

i did not assign texture,
i did however make a large entity and make it as a wave using my shader and the effect it rather good, but now it needs to be perfected. here is a vid for you all to have a looksy.
http://www.youtube.com/watch?v=mB-WrYYP6q4

Let me know what you think

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
Pirate Myke
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Posted: 28th Aug 2011 19:57
Looks good. Does it have key frames?
You will not be able to import the proceedural texture into FPSC, has to be a bitmap file.


spudnick
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Posted: 28th Aug 2011 20:13 Edited at: 28th Aug 2011 20:17
Does what have key frames myke! if you mean the ocean, then no its using my shader
As for texture i always use DDS

Hay myke if i send you a model without a texture could you have a look at it, as i imported to fragmotion and some of it is disapereing, but it looks ok in max.

the model is a susat sight for a weapon. i would be very greatfull for any help.
i will send to your email if you feel like having a look i have attached a basic image of it here

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
Pirate Myke
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Posted: 28th Aug 2011 20:16
Sounds like some of the normals are backwards. But you can send it to me.

Does the mesh for the wave have keyframes for animation?

Texture good.


spudnick
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Posted: 28th Aug 2011 20:22 Edited at: 28th Aug 2011 20:34
Nuh no anims , the entity is using my texture made from gimp and the effect is done from my ocean shader, it looks pretty cool, i am now creting all colours shapes and sizes to be used in terrain, also it works in conjuction with segments that are also part of the ocean kit that is all being made for my weather system.

so far the clouds workgreat also , they move around the sky without waypoints and they also rotate and tranform the texture as its moveing creating a swirl effect, and that all done by my cloud shader,

so iv been a bit busy
As for model i will send it Asap for you.

Thanks m8

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
spudnick
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Posted: 29th Aug 2011 23:48 Edited at: 29th Aug 2011 23:49
To Change faces if all the faces are inside out. Booleen operations or such?

Under render setup in max, uncheck force 2 sided rendering.

Open it back in max and select each object one at a time.
Over in the modifier list, you see editable mesh.
Drop it down and choose faces. press Ctr-A for select all faces.
Right below that there is a check box for show normals and a scale facter below that. This will put blue lines from the center of the faces and point in the normal direction.
scroll down to the bottom of the sub object section till you see surface properties.
You will see three buttons. with all the faces selected in the object <ctr-a> then press Flip button.

Render and you will see that the normals are facing out.
Repeat this for every object in the scope. You will see in the rendering when you turn off 2 sided rendering that most all are facing the wrong way.

Face creation counter clockwise to correct this from the strat

1st image of editing mesh in 3D max 2011

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
spudnick
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Posted: 29th Aug 2011 23:51
2nd image of faces are inside out

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
spudnick
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Posted: 29th Aug 2011 23:52 Edited at: 30th Aug 2011 04:30
And finaly the 3rd image of the faces are inside out Tut

Thanks Pirate myke for providing info for us it all worked fine in importing to fragmotion too after making changes.

So i gave myself a pat on the back

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
Pirate Myke
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Posted: 29th Aug 2011 23:52 Edited at: 29th Aug 2011 23:54
Render it in the render window. You will see them as you fix them the pieces look correct.

Cool Glad to help.


spudnick
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Posted: 1st Sep 2011 19:34
Hi Myke, you know your game that your making at the moment
would you be intrested in my lava media including my shader.

i just thought if i could give you somthing in return for so much help.
here is a vid of the lava in action, and also i can change the texture to somthing more of your liking if you don't like this one.

http://www.youtube.com/watch?v=kY0XrQK4i0M

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
anayar
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Posted: 1st Sep 2011 19:39
Hey Myke... got a quick question. Actually its one ive had for a while now

Every time I am using an Edit Poly Modifier and I try to go into Perspective, front, or any other view (apart from the one Im already in), weird stuff seems to happen to the model. But when I go back to the Create tab and press the hotkey it works

Any idea what might be causing this problem??

And if you need em, my hotkeys are:
F- Front
B- Back
A- Left
P- Perspective
T- Top
Space- Full screen Toggle

All I can think of ATM^^

Cheers,
Anayar


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Pirate Myke
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Posted: 1st Sep 2011 19:59
@Spudick, Thanks. That is nice. When I get back from my work trip, I will check it out more. Will be out of touch for 30 days.

@Anayar, I have max 2009 design 64 bit. I do not see that problem in my viewports when switching. But there are other things that happen at certian times for me that can be annoying to deal with. I had this one where everything I picked from a biped kept jumping all over the place and not staying in the center of the view. I had to zoom extents every move. It was rather distracting.

I dont custimize the commands, because I just learned where and what they were from time. I also am not sure if Max will let you know if you happen to duplicate one in the same category or a different one when you change them. Sorry


anayar
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Posted: 1st Sep 2011 20:09
Quote: "I dont custimize the commands, because I just learned where and what they were from time. I also am not sure if Max will let you know if you happen to duplicate one in the same category or a different one when you change them. Sorry"

Aah, well this was the easiest configuration for me. Oh, well I have Max 2010 so must be different Ill check and see if the commands are duplicated, thanks

Cheers,
Anayar


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Pirate Myke
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Posted: 1st Sep 2011 20:20 Edited at: 1st Sep 2011 20:22
Go ahead and use it, Maybe just check to see what other short cuts are using those letters. Might be just a quirk. They pump these updates out so fast any more that, I dont think they test them fully anymore by hand. I do know that they changed the GUI in Max 2010 and above. When I get to one of those machines I will try it out. Is this a student version of Max? Maybe check the updates and patches. Try google on the issue also. You would be surprised as to what comes up.

What kind of wierd things are happening to the mesh??


anayar
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Posted: 1st Sep 2011 20:32 Edited at: 1st Sep 2011 20:33
Quote: "Is this a student version of Max? Maybe check the updates and patches. Try google on the issue also. You would be surprised as to what comes up."

No, Proffesional version And yeah, i agree... theyre becoming the next Microsoft (Though MSoft is spades worse).

IDK... for some reason the view toggle keys take on a different roles when in Edit Poly (IDK about Edit Mesh). For example, P makes the selection planar and T subdivides it Im going to see if theres a way to change the shortcuts of those (though the T thing is going to be quite useful at times )

[EDIT]
Googles it before posting this question... nothing comes up. THen again, i might not have used the right keywords.
[/EDIT]

Cheers,
Anayar


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spudnick
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Posted: 5th Sep 2011 14:55
i think pirate myke has full pro version.
but i only have student version, and i can not replicate the issue your having on my version,

mabe there is a reset thingy, or you may try donloading an update!

Sorry but i have no knowlage of such problem.

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
Pirate Myke
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Posted: 5th Sep 2011 15:01
I do but that has nothing to do with it. He wanted to do custum keyboard commands, but I think the programs were interfering with his.

Trip put on hold till october. So I am back.


spudnick
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Posted: 5th Sep 2011 19:35 Edited at: 9th Sep 2011 20:29
Hiya Myke, glad to see your back in the saddle.

So No sun tan then

I have put together a lava kit, and its available on my lava post, so you can use it in your game if you like.

here
http://forum.thegamecreators.com/?m=forum_view&t=188972&b=24

And also my moving grass
here
http://forum.thegamecreators.com/?m=forum_view&t=188971&b=24

So you can download and use

Also if i create a Bump map in max, and i already have made a shader .fx can i also add a bump map inside the code.
Edit: i have made bump map and now all works evn better!

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
spudnick
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Posted: 21st Sep 2011 23:30
Hiya, i have a question, and that is, how to weld/join a mesh/model to another so it becomes one,

Also i have bought a few models that are in collada format and they don't open, Error invallid file type.
any idea's

i can email one of the models for testing.

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
Pirate Myke
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Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 22nd Sep 2011 05:44
Hey, hows it going. Just got home from work.

If you have two models you want to join. Select one and in the modifier section if the object is an editable mesh or polygon, choose attachd then choose the other object you want to attach to.

Once they are attached together, then you can choose the sub objects verticies and select all the verticies and apply the weld in the modify panel.

Option two: use collapse in the utilities section: It has options to join meshes or collapse them into one using booleen or stack modifier.

Requarding the meshes that you bought and can not open:
I would try a redownload first. Talk to the people that you bought the model from and see if they have another format you can download. (.obj, .3ds, .fbx)

You may send me the model in email and I will see if I can get it open. Did you try and open it in maya perhaps then export as a fbx file into 3d max?


spudnick
14
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Joined: 30th Nov 2010
Location:
Posted: 23rd Sep 2011 01:56
Hiya Myke, Things are going rather well thank you
i have been a bit busy with making contents for game, but strugling with some models at the moment,

i think i will try what you have mentioend about trying maya to load the bad ones,

Also i will send you one model in email, as the only download i could get from source is of a collada file format, and i will do that asap when i get onto my main production system.

I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
spudnick
14
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Joined: 30th Nov 2010
Location:
Posted: 22nd Dec 2011 10:29
Seasons creating pirate mike.

Merry Christmas to all


I'am not GOD but i can make you see again by taking my fingers out of your eyes and i can make you walk again by taking your beer away, but if you take my beer you will not walk again
Pirate Myke
15
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Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 24th Mar 2012 19:07
Hello all, I am back from hiding finally. If you have Max questions, I am available for them again.


Leongamerz
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Joined: 14th Aug 2010
Location:
Posted: 25th Mar 2012 09:06
Quote: "Hello all, I am back from hiding finally. If you have Max questions, I am available for them again.
"


Hey welcome back mate,nice to meet you.It's been a long time so here some of my question.

1.Can we make animation in 3DS Max and rig it to custom character easily?

That's all.

Poloflece,Anayar,PWP,Henry Ham,Cosmic Prophet,Wolf,Rolfy,KeithC,Nickydude,SceneCommander,Dark Goblin And Lee Bamber is my icon.

Pirate Myke
15
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 25th Mar 2012 09:44
Hello and thanks.

in theory yes. But you need to make your model with the same bone structure as the custom character has.

What are the animations made from?

If the bones are notin the same structure, then you could get some unexpected results.

Are you making the custom characters your self?

Let me know more about your situation. Can email me if you would like also.


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