| 02-17-2003, 03:09 AM | #151 |
i knew about standard exporting into plasma .p3d files. i usually know what im talking about, otherwise i dont talk about it. |
| 02-17-2003, 05:22 AM | #152 |
The link is broken. |
| 02-23-2003, 05:12 PM | #153 |
Sorry that i ask but i couldn't speak english very well and i hope i've understood everything... You can't import the animation with bone rotation??(Or am i doing sth wrong?)When i import with bone rotation the modell "explodes" and the pieces fly around. and when i import without bone rotation the whole modell moves along the 3 axis but doesn't deform itself. Plz help. |
| 02-23-2003, 05:32 PM | #154 |
KMK's Importer doesn't import animations correctly. |
| 02-23-2003, 09:52 PM | #155 |
is it just me or has KMK given up on his importer? he hasnt said much about it lately and he hasnt released any new versions in quite a while. i hope he can get the importing to work right, i dont care about exporting, we have republica for that. |
| 03-17-2003, 02:07 AM | #156 |
KMK kmk are you still alive? we really need you to get your importing function 100% working. I dont care about exporting cuz we have republica for that. but we really need animations and particles and lights!!! |
| 03-18-2003, 09:56 PM | #157 |
Guest | Just a question ... where you see particles systems ?? |
| 04-28-2003, 02:32 AM | #158 |
Guest | KMK, is there some way we can use the current exporter and modify the bones in max to make the animations work correctly? Like, modifying the links or bone arrangements, realigning the bones, etc? And also, if you have in fact given up on the exporter, would it be possible to make it open source so that others could possibly help out on fixing it? Animation seems to be the critical component, since everything else such as particle emmitters and such can be done manually; making open source would allow the community to participate in fixing the import problem. |
| 04-28-2003, 06:14 AM | #159 |
Vuen .. read the previous post.. one ask if KMk is alive... no reply.. so he's not. |
| 04-28-2003, 07:00 AM | #160 |
Here's the script. Don't expect any support. It's not well documented, so if you don't know what you're doing it'd be best not to touch it. If you really need to contact me you can email me: [email protected] or [email protected], but please explore all other avenues before doing so. If I receive newbie questions or requests for new versions I will be very pissed off and it is quite possible that you will find my hand reaching out of your modem and throttling you. http://users.bigpond.net.au/laing/do.../impexpmdx.zip |
| 04-29-2003, 04:18 AM | #161 |
Guest | Just wanted to say something nobody seems to have noticed. The script is HIGHLY dependent on the version of Max. I have tried it out on 4.0 4.2 and 5.1 and even in Gmax, but in all versions it imports to a different degree.In Gmax it imports animations almost COMPLETLEY correct.And in 5.1 it won't even attach the bones to objects.Wierd isn't it?? |
| 04-30-2003, 01:18 AM | #162 |
Guest | Wow... Thanks KMK. I hadn't expected a reply so soon. Anyway, I did read somewhere in this topic that it does import correctly in GMax, which is why I am currently in the process of downloading GMax on my 56k modem (80% baby, only 38 minutes remaining!). So with that, I'll import the anims with GMax and then send it over to 3ds max. Thanks :) |
| 09-10-2003, 11:44 AM | #163 |
Hi, I'm using the MAXScript in gmax but every time i try to import the LoadingScreen.mdx file used in the orc campaign it gives me this error [-- Runtime error: buildTVFaces: mesh has no texture vertices - $Editable_Mesh:Object03 @ [0.000000,0.000000,0.000000]] Can anyone help, can you even import the LoadingScreen.mdx file? :bangH: |
| 10-14-2003, 12:06 AM | #164 |
Yo I'm using Gmax for model editing on WC3 and i can import files just fine but i cannot export em. Does it have to deal with the script? Please Help:? |
| 10-14-2003, 07:35 AM | #165 |
Yes, unfortunately the maxscript does not support the export function in Gmax yet, it only works fully in 3ds max. Hopefully they will fix this as not everyone can fork out over a grand to buy 3ds max! |
