| 01-24-2005, 01:51 PM | #1 |
If I switch to 3DS can I open the work I did in GMAX? ....Can 3DS do particle emitters without all that mdl editing? |
| 01-24-2005, 01:54 PM | #2 |
no, yes max cant get the gmax stuff imported, or you have to go through a series of plugins in order to let it work. 3ds can do particle emitters as its supported by the art tools |
| 01-24-2005, 02:27 PM | #3 |
Like GMAX -> MDL -> MDX -> 3DS? Thats pretty lame Discreets high end software can't import its poor mans version, right? I did my meshes, bones, and a little anims. Should I stop now and wait for MAX? |
| 01-24-2005, 07:57 PM | #4 |
hmm at importing into max, your bones are turned into editeable meshes. |
| 01-25-2005, 12:36 PM | #5 |
They did that because they still want to sell 3d studio max, of course they will cripple their own freeware version (gmax) and prohibit crossover importing. Its not lame, its protecting your own human interest =P But basically yeah, gmax->mdl->mdx->3d studio max using my import technique Check the update if you stumble upon the face amount error (higher then 0 facegroup crap) |
| 01-25-2005, 12:45 PM | #6 |
Argh. Well I got about this far. http://www.wc3campaigns.com/attachme...chmentid=54457 Meshing and skinning are done - I hope crossing over doesn't cause UVW unwrap problems. I'll hold up on the anims then, if the bones are going to get botched, and keep tweeking / improving the skin I spose. Hey - what is this 'gizmo' you speak of? |
| 01-25-2005, 01:22 PM | #7 |
Gizmo is just the tool option to directly adjust/rotate/scale the object in x,y,z axis or towards the users view (it mgiht be called otherwise but I call em gizmo) Normally the uvwrapping wont be messed up if you go from mdx to max. Just make sure you have tiling enabled in the materials (uv tiling) as the importer tend to shove the entire map a few coordinates away |
