Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

FPSC Classic Models and Media / Question about importing character files from FPSC to 3ds Max

Author
Message
defiler
17
Years of Service
User Offline
Joined: 4th Apr 2009
Location: Canada
Posted: 14th Apr 2012 09:37
Hello, i will try to explain this to the best of my abilities.

So i wanted to import Conker into 3ds max with its rigging intact so i could export some static poses. However it seems my attempts to import it have been successful, but the rigging does not export with it.

I do have the biped and figure files which i was able to use with a basic skeleton and then i would rerig it myself, but the bones did not exactly match up to the model.

Does anybody have any advice and/or steps?

Thanks guys.

Current Project: The Underground: Awakening
Ross tra damus
3D Media Maker
20
Years of Service
User Offline
Joined: 7th Jun 2006
Location: Looking to Escape London
Posted: 14th Apr 2012 10:48
defiler
If its just to get screen shots with you could download 'Ultimate Unwrap3D Pro' trial which imports .x files fully intact.
NOTE - I'm not sure about the functions that the trial version has though because I own the full version.
I can't help with Max because I use Milkshape.
007
14
Years of Service
User Offline
Joined: 22nd Aug 2011
Location:
Posted: 14th Apr 2012 16:38
Yes friend, you can do it,

It`s very easy, you can do it in various ways, but i will explain to you the way i do, for me, it works perfectly, with all the animations intacted, and even i can re-export it to FPSC.

However you will need some tools.

Lets go:

1) You will need Fragmotion Software:

http://www.fragmosoft.com/

2) Then you will need the Source Model File Importer for 3dsmax (download and install this plugin):

http://www.wunderboy.org/apps/smdimport.php

3) Now open Fragmotion, and open the file (conker.x)

4) Then in fragmotion after you loaded the model, you click on the texture tab to find the conker texture (it will not find automatically).

5) Now in fragmotion you click on file > export > half life 2 smd

6) You need to do 2 times the export procedure. On the first time you will export the mesh model (you will see an option to select what you want to export), and on the second time you will export the animation. Save the model file with a name like "conker_model.smd", and save the animation file with a name like "conker_animation.smd".

7) Now open 3dsmax, and select file > import > source model file (smd). Import the file "conker_model.smd", relink the texture file (maybe you will need the 3dsmax dds plugin to view the texture). Save the file as "conker.max".

8) Now in this same file, you will import the "conker_animations.smd" and 3dsmax will automatically add the animations to the file, without any errors!!!!

Hope you understood.

Cheers,

007.

Goldenye 007 N64
defiler
17
Years of Service
User Offline
Joined: 4th Apr 2009
Location: Canada
Posted: 15th Apr 2012 00:07
Thanks, this worked perfectly!

Current Project: The Underground: Awakening
007
14
Years of Service
User Offline
Joined: 22nd Aug 2011
Location:
Posted: 15th Apr 2012 00:35
I`m glad you did it friend.

Any help with importing/exporting in 3dsmax, feel free to ask.

Best Regards,

007.

Goldenye 007 N64
defiler
17
Years of Service
User Offline
Joined: 4th Apr 2009
Location: Canada
Posted: 15th Apr 2012 08:40 Edited at: 15th Apr 2012 08:41
Fun, so i re imported everything perfectly fine, but it seems whenever i export anything, smoothing groups seem to always disappear

Current Project: The Underground: Awakening
007
14
Years of Service
User Offline
Joined: 22nd Aug 2011
Location:
Posted: 15th Apr 2012 13:57 Edited at: 15th Apr 2012 13:58
Ah, yeah i forget to say:

Before exporting, you must select the mesh, go to the Editable Mesh Sublevel, when the warning message saying that the dependent modifier "skin", you must click on Hold/Yes.

After this go to the polygon sublevel, select all polygons (Ctrl+A) then on smoothing group you just click "Auto Smooth".

Now you return to the object main level, save the scene and export.

I discovered this by myself after a lot of headaches, trial and error.

Cheers,

007.

Goldenye 007 N64
defiler
17
Years of Service
User Offline
Joined: 4th Apr 2009
Location: Canada
Posted: 17th Apr 2012 03:20
Weird, for the head part that is where i see the non smoothing the most.

Thanks anyway!

Current Project: The Underground: Awakening

Login to post a reply

Server time is: 2026-07-11 05:25:27
Your offset time is: 2026-07-11 05:25:27