Game Development Community

3ds Max 6; Compatibility?

by nibbuls · in Artist Corner · 12/30/2004 (9:47 am) · 5 replies

I use 3dsMax 6 for all of my modeling, texturing, skinning, and animating. I was told recently that I would have to back-step into 3dsMax 5 because there were issues with Torque's full support (over things like auto-LOD and animation).

Is this a problem; should I switch to 3ds Max 5?

#1
12/30/2004 (10:44 am)
Not really. While the Max5 exporter is out of the box complete, it's probably doomed to remain stagnant. The Max6 exporter does require the use of the unmessdts.exe utility, _if_ you're using auto-LOD, but that's the only limitation of which I'm aware. And we do have a resident expert who appears to be keeping up with it, and probably will eventually have that shortcoming fixed. Future versions of Max, including 7, continue sharing SDK basics, so the exporter should remain compatible for some time.
#2
12/30/2004 (10:51 am)
George, I wouldn't worry about it. The shortcomings of the exporter are somewhat blown out of proportion. I use 6 and have never come up against a significant problem.
#3
12/30/2004 (3:06 pm)
Thanks so much... I'm glad I won't have to switch programs again.
#4
07/05/2005 (1:28 am)
Hi guys. Im using 3D max 6 to create objects, and export them out after puting in a bounding box. But I have no idea how to add in a collision mesh to avoid my player to walk through it. 3D programming all in one based on milkshape. So i have no idea. Can anyone help me on this? thanks.
#5
07/05/2005 (8:48 am)
@Yim

All you need to know and more can be learnt here.