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3 Dimensional Chat / Exporting a model from 3D Studio Max version 8

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Lani
18
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Joined: 14th Aug 2006
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Posted: 16th Aug 2006 12:07
Hello, I am trying to export a model made in 3D Studio Max version 8, complete with bone animation applied via a Skin modifier to a Poly model. I´ve been trying various exporters, including the Panda Exporter, but none have been entirely succesful. The best I´ve gotten is with Panda, which seems to bungle up the bones, that is the animation is still there but it´s applied wrongly, so that instead of the legs bending when the model jumps, the arms bend instead.

I have found an .x exporter from Nvidia, but unfortunately it only supports Max v7, which it´s not very interesting to have to go back to, since we´ve upgraded to version 8 and don´t have v7 installed anymore.

So if someone has had luck creating a model in 3D Studio Max, and exporting it with bone-animation for use in Dark Basic Pro, and could post a short tutorial/guide to getting it in, that would be excellent. I found a post about the Panda exporter on these boards aswell, but they explain for earlier versions of the plugin, and the new version is not identical, which may explain the anomalies I get.

Thank you in advance
Zergei
19
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Posted: 16th Aug 2006 18:30
I've been able to do so, but with 3dsmax7, don't own 8. However, i found out that most of the times it's because some oddities with the model, or the bones. For example, once a model would export ok, but the bones where upside down, thus a really odd animation ocurred.

The problem there was that my model had it's pivot rotated and so when exported it got rotated or whatever. I could solve that on easily, and most times is because of situations like that that it exports oddly.

If you'd like i could have a look at it and check it out. I couldn't explain you how to do it, since most times i have to work out things in some odd ways.

Further on my stuff at...
Elite Gaming
21
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Location: Isle Of Wight, UK
Posted: 16th Aug 2006 18:58
Have you made sure that your exporting the model using left handed axis (in the X File Settings tab on export).

That may help you.
Manic
22
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Posted: 17th Aug 2006 01:41
use the physique modifer to skin your model instead of the skin modifier

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Zergei
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Posted: 17th Aug 2006 03:02
I tried both skin modifier and physique, also used bones and biped. Both work ok, however i'd rather use physique as i can save the setup of the vertex's weight in case i need to redo something in the model and i need to delete the modifier.

Further on my stuff at...
Manic
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Posted: 17th Aug 2006 15:15
i prefer skin to work with myself, i find it a bit more intuitive, but as it doesn't work with panda... its a bit useless to me

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Zergei
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Posted: 17th Aug 2006 15:41
Skin modifier does work with panda, some time ago i helped someone doing it, he had his model with skin modifier and it wouldn't export well. He lent it to me and i solved its problem, wich was somewhat odd, but in the end it worked out.

Further on my stuff at...
Lani
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Posted: 17th Aug 2006 17:33
Thank you for the replies - I found out that the problem was the way the models were set up (which worked fine in Max), Panda seemed to have problems with it. So that, while a bit strange, is fixed.

For anyone coming upon the same problem, the Panda exporter does indeed work - you´ll probably have to fiddle around with the options depending on how you model/skin your models yourself though. Again, thanks for the replies.
Silvester
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Location: Netherlands
Posted: 17th Aug 2006 18:15
why dont you export it in .3ds and convert it to .X with a program that can be found in the FPSC forums?

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Zergei
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Posted: 17th Aug 2006 20:31
Quote: "why dont you export it in .3ds and convert it to .X with a program that can be found in the FPSC forums?"


Way back when i was having this kind of problems i did that, and it didn't work.

Further on my stuff at...
Lani
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Posted: 17th Aug 2006 22:57
We've had very little success with the .3ds format, notably with it retaining animation (skinned animation at least) and the like. For static models it works ok, but having gotten the Panda exporter to work, we´ll just stick to that for now.

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