DTS importer???
by Infinitum3D · in Torque Game Engine · 08/29/2008 (3:04 pm) · 13 replies
There are exporters for many popular 3D art programs, but does anyone have a way to convert a dts BACK into an obj or 3DS file?
I made a bird model several months ago, just something to try airborn pathfinding, and now I want to animate it with flapping wings, but I can't find my original MAX file.
Other than starting over and making a new one in StudioMax, is there any way to "decompile" or import back into StudioMax?
Thanks,
Tony
I made a bird model several months ago, just something to try airborn pathfinding, and now I want to animate it with flapping wings, but I can't find my original MAX file.
Other than starting over and making a new one in StudioMax, is there any way to "decompile" or import back into StudioMax?
Thanks,
Tony
#3
08/29/2008 (6:18 pm)
...
#4
12/05/2009 (11:58 am)
Is there any updates on this? Is this still the only way, or the best way to get back to .3ds format from DTS?
#5
For the list go here:
(NOTE: you have to have a license in order to view the following.)
http://tdn.garagegames.com/wiki/DTS/Getting_Started
I have been following the Softimage thread for the exporter as I use it for all my 3d gaming needs.
12/06/2009 (4:37 pm)
There are several exporters available.For the list go here:
(NOTE: you have to have a license in order to view the following.)
http://tdn.garagegames.com/wiki/DTS/Getting_Started
I have been following the Softimage thread for the exporter as I use it for all my 3d gaming needs.
#6
12/06/2009 (5:40 pm)
Note that the OP was looking for an importer. So, DTS->Max, not the other way around. :)
#7
12/06/2009 (6:06 pm)
Shaper is the only thing I've found, you'll have to go through several channels to get it back into max though.
#8
12/06/2009 (8:25 pm)
Ok, I'll try shaper. Thanks.
#10
import and export .dts files. You have to download the .dts importer separately and add it to the plugins folder.
12/07/2009 (3:12 pm)
As the above poster said, Ultimate Unwrap 3D will import and export .dts files. You have to download the .dts importer separately and add it to the plugins folder.
#11
Is there anyone who know how to contact Shaper's developer ? or better, someone who can help me convert the files ? Thx in advanced.
08/04/2011 (4:32 pm)
Hello, I tried Shaper but I get an error when trying to import my .dtsIs there anyone who know how to contact Shaper's developer ? or better, someone who can help me convert the files ? Thx in advanced.
#12
When exporting the DTS I got the error descripted here:
forum.blockland.us/index.php?topic=85901.0
"/exMS3D.lua:189 assertion failed"
LUA is a high level programming language.
To fix this in file exMS3D.lua just replace the function “function exMS3D:getBoneIndex(vertex, bones)” with:
I have not been able to get animations to export but I haven't found that a major draw back.
I was surprised to figure out that Shaper is extensible by nature.
03/26/2012 (9:58 am)
I haven't had issues importing DTS files into Shaper 1.13. The issue I have had is when exporting a DTS that had multiple skeletons to a MilkShape text file the exporter would fail.When exporting the DTS I got the error descripted here:
forum.blockland.us/index.php?topic=85901.0
"/exMS3D.lua:189 assertion failed"
LUA is a high level programming language.
To fix this in file exMS3D.lua just replace the function “function exMS3D:getBoneIndex(vertex, bones)” with:
function exMS3D:getBoneIndex(vertex, bones)
if vertex:getNumberBoneInfluences() == 0 then
return -1
end
bone = vertex:getBoneInfluence(1)
--for boneI = 1, table.getn(bones) do
--if bones[boneI] == bone then
--return boneI - 1
--end
--end
--chad stuff
local scene = getScene()
local count = 0
for skeletonI = 1, scene:getNumberSkeletons() do
--updateTaskProgress("skeletonI: " .. scene:getSkeleton(skeletonI):getRootBone():getName())
bones2 = getScene():getSkeleton(skeletonI):getBonesBreadthFirstOrder()
-- child bones
for boneI = 1, table.getn(bones2) do
if bones2[boneI] == bone then
--updateTaskProgress("bones2[" .. tostring(boneI) .. "]= " .. bones2[boneI]:getName())
--return boneI - 1
return count
end
count = count + 1
end
--updateTaskProgress("\n")
end
-- should never be here
assert(false)
endI have not been able to get animations to export but I haven't found that a major draw back.
I was surprised to figure out that Shaper is extensible by nature.
#13
unwrap3d.com/u3d/index.aspx
03/27/2012 (3:13 pm)
U3D does the job, in both directions ... for a non-artist like myself, its a must have!unwrap3d.com/u3d/index.aspx
Torque Owner Tyler Slabinski