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max2014

by Ramon Triana · in Torque 3D Professional · 01/03/2014 (11:51 am) · 9 replies

Hi, to every one. I been using Unity but find Torque3D to be a potential top of the line easy to use engine... My first question is how or where can i find info on porting my models from Max 2014 to the Engine
Level Design.
Thank You
Ramon

About the author

Love CG and tech

Recent Threads


#1
01/03/2014 (12:10 pm)
There are some tutorials on this in the T3D Tutorials en masse thread, they might be a little dated tho.
#2
01/03/2014 (12:16 pm)
I am not a max user(I use Blender or Milkshape 3D) but this link seems to explain it:

http://www.garagegames.com/community/forums/viewthread/121695

I search "max to torque"

The idea is that you use collada as I understand it(just like in the new Blender). Hope that helps.

Best,

Dwarf King
#3
01/03/2014 (12:43 pm)
Thanks for the rapid respond yes i see on Max 2014 Collada Export now Collada will export the animation embedded on the objects???

Thanks
#4
01/03/2014 (12:53 pm)
Quote:now Collada will export the animation embedded on the objects???

Usually one can extract animations from the collada file. At least when exporting from blender to collada one get all the animations packed in one long animation sequence.

These can be numbered and named in the Torque 3D object editor:

See this video:

Collada to Torque 3D - Part 2 of 2
#5
01/03/2014 (2:36 pm)
Thank Dwarf I will chk later...By the way is any plan for vertex / mesh paint supported material, or Substance Designer Shader?

Thank You
#6
01/05/2014 (7:33 pm)
Don't use Autodesk Collada! The only Collada format working flawless with T3D is Open Collada. But Kronos isn't very quick in updating its export tools for 3DS Max. The latest exporter runs in Max 2013 and earlier. Some managed to get the plugins working in Max 2014 but on my side that failed. If your licence allows it, you could install Max 2013 beside it and use it for exporting to Open Collada.

The interface of the exporter tool is pretty straight forward:

i-dropper.net/torque/openColladaExporter.jpg

If you name the materials correctly in the material slots it will export some of it to the collada shape file (like diffuse and specular). You can place the textures together with with the shape file in the T3D structure and some material maps will import automatically. Normal maps always need to be linked manually though.`

Vertex paint is reserved for wind effects and will not show in an unchanged engine. You'll have to bake it into the material in Max.
#7
01/06/2014 (9:13 am)
Ahhh I UN-install Max 2013 all ready from my system do to my upgrade so i can't re-install and search for Auth Code back again because is all ready register as a upgrade version to 2014... I'm try to finish a small project now with Unity but I'm really like to move to T3D, I also plan to upload free models i have done for the community here but they are on 2014 form i can export to FBX you think that will work?

Thank you Nils
#8
01/06/2014 (9:52 am)
If you can't use Max 2013, you could try to export to FBX, import in Blender and then export to Open Collada. Hopefully Kronos will update their tools soon...
#9
01/06/2014 (10:51 am)
Ok thanks, I will give it a shot Nils.