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MAX2DTS for 3dsMax6

by Griffin Milsap · in Torque Game Engine · 12/04/2004 (6:09 pm) · 6 replies

I know that the documentation says that there is no MAX2DTS utility for 3ds max 6 right now, but perhaps the documentation hasn't been updated in a while?

Anyway, I would just like to know if anybody has made a MAX6 plugin for MAX2DTS. I know that there isnt an official plugin as of yet, but I'm desperate. I read the documentation about what I can do to fix the problem, but I have other plugins that require the MAX 6 multi-res, so I dont want to replace it.

I'll continue to search through the documentation for other fixes or other privately made plugins, but any help would be appreciated.

-Griffin Milsap

#1
12/04/2004 (7:36 pm)
Check under "Torque For Artists"

I can't guarantee how well it works since I've never used the exporter (for version 6) however, although 5 & 7 work very well. :)

-Tim
#2
12/05/2004 (1:54 pm)
The Max 6 exporter works fine for pretty much everything. Multires is one item that doesn't work properly, but it is not absolutely required. You can still use multires to generate your detail meshes, but, instead of exporting a multires mesh, you need to create individual meshes for each detail level. It can be pretty tedious compared to just having a single multires mesh, especially with skinned characters, but it works fine.
#3
12/05/2004 (2:26 pm)
Thanks! The exporter works great!

-Griffin Milsap
#4
12/05/2004 (4:13 pm)
Thanks! The exporter works great!

-Griffin Milsap
#5
01/08/2005 (9:02 am)
I have a quick question about the solution posted by Danny Ngan about player meshes...

If I create distinct meshes for each resolution (leveraging but not exporting MultiRes), do I have to reskin each mesh to my skeleton (biped) with the skin modifier, or does the exporter use the skin modifier with the highest resolution figure and extrapolate to the lower resolution meshes?

I'm assuming that I have to reskin each resolution at this point, but the docs don't say anything about having to reskin once it's done on the highest resolution mesh. It would just save me some time, but I'm willing to live with having to reskin.

Thanks ahead of time.
#6
01/08/2005 (1:30 pm)
Yes, you will have to skin each individual detail mesh. You can speed things up by using Max 6's Skin Utilities to transfer weights from one mesh to another.