3ds max units
by Yannick Leclerc · in General Discussion · 02/27/2011 (8:23 am) · 10 replies
Hi all, is there a way to change torque unit system? Ive read on some posts that 1 max unit = 1 Torque unit. fine but 1 unit in torque is 1 meter :S that kinds of make everything in max ultra small, which is kinda hard to work with with the camera clipping and stuff... is there a solution to this?
thx
Yan
thx
Yan
About the author
Currently working as 3d animator at Ubisoft, loving it. In my spare time, among other things I would like to develop video games by myself.
#2
2. collada animations are split into separate animations in the T3D shape editor.
02/28/2011 (12:02 pm)
1. you can always build larger, then re-scale the model(s) and reset the Transform before export.2. collada animations are split into separate animations in the T3D shape editor.
#3
really...? maybe i need to try again but the problem was that I had more than one animation in my scene, i had let say door open, then later on the timeline, door close. But when I export with open collada, I dont have the option to tell it that the timeline contains 2 different animation. It exports a single one...
So thats why I started to export with dts, maybe there is another collada exporter other than open collada?
02/28/2011 (1:06 pm)
for modeling thats what i do, but for rigging stage, its kinda pain in the ass, even when tweaking the camera clipping...really...? maybe i need to try again but the problem was that I had more than one animation in my scene, i had let say door open, then later on the timeline, door close. But when I export with open collada, I dont have the option to tell it that the timeline contains 2 different animation. It exports a single one...
So thats why I started to export with dts, maybe there is another collada exporter other than open collada?
#4
- There are quick ways of constructing a scene using transform locations of bounds and transforms of objects in the world editor. Basically; focusing on making all model export using 1 point of focus for engine import (0,0,0) would save you plenty of work in the end. With doors, your transform is usually at the hinge..so you would use the transform of the bounds to set it's world location accordingly amongst it's fellow meshes. T3D has settings to control the object's hierarchical pieces for object placement. Hopefully you can use this info/concept and put it into your own work flow.
Also;
1 thing on my max2dts-exporter-focusList is to add a scale setting so that you can change the object scale prior to export...yes, hopefully boned meshes will be supported as well. we'll see...
02/28/2011 (1:37 pm)
opencollada is the best collada option for this engine, what you should do is export all static objects as 1 or many models....and then each animated model should be exported as it's own(if that is needed, like in your case)- There are quick ways of constructing a scene using transform locations of bounds and transforms of objects in the world editor. Basically; focusing on making all model export using 1 point of focus for engine import (0,0,0) would save you plenty of work in the end. With doors, your transform is usually at the hinge..so you would use the transform of the bounds to set it's world location accordingly amongst it's fellow meshes. T3D has settings to control the object's hierarchical pieces for object placement. Hopefully you can use this info/concept and put it into your own work flow.
Also;
1 thing on my max2dts-exporter-focusList is to add a scale setting so that you can change the object scale prior to export...yes, hopefully boned meshes will be supported as well. we'll see...
#5
03/01/2011 (8:00 am)
Oh ok thank you I will give it a try, also i just read in the docs that one can simply divide the "ambient" animation in the shape editor.
#6
use the User View instead of perspective to avoid the clipping.
Things are small, and "zoom extents" is your friend ;-)
03/01/2011 (12:21 pm)
@Yannickuse the User View instead of perspective to avoid the clipping.
Things are small, and "zoom extents" is your friend ;-)
#7
03/01/2011 (12:28 pm)
yeah I know but im not too fond of ortographic view, i just cant model like that, i like to have perspective :P Plus its kinda counter intuitive to model so small in max, it hasnt been designed for that.
#8
03/01/2011 (12:30 pm)
but in the end i might just switch to blender anyway. Ill see if there's the same problem there.
#9
Making a character 1,76 M high in max makes perfect sense to me as it is 1,76 units high in T3D, It works fine as long as I remember that 0,01 M is one cm.
When I started using Torque 6 years ago I had the same trouble, but I stuck to it and got used to working like this.
Well, everyone have their own way of doing things, I hope you get it up and running how you want it to ;-)
03/01/2011 (1:47 pm)
er, maybe I'm just used to it since I've worked in the mechanical design industry the past 10 years. Making a character 1,76 M high in max makes perfect sense to me as it is 1,76 units high in T3D, It works fine as long as I remember that 0,01 M is one cm.
When I started using Torque 6 years ago I had the same trouble, but I stuck to it and got used to working like this.
Well, everyone have their own way of doing things, I hope you get it up and running how you want it to ;-)
#10
03/02/2011 (4:44 am)
yeah I know alot of people who work in ortographic, i guess i just have to get used to it :S
Yannick Leclerc
http://docs.garagegames.com/torque-3d/official/index.html?content/documentation/World%20Editor/Editors/DecalRoadEditor.html
I tried collada but it seems I am having trouble saving the animations because you cant specify if there is more than one in the same scene.