3ds max Samples
by James Brad Barnette · in Collada Test · 01/06/2009 (11:38 am) · 4 replies
Just so they are seperate
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#2
Get rid of that stupid 2-meshes in Scene....for the 'Skin' modifier to export correctly...and just export a skinned Kork in his root pose, or even perhaps in his "Character Studio" 'figure' pose....
Come on you Max users......get involved!
01/11/2009 (5:56 am)
It would be great to have the Player.Max file[which produces the SDK avatar], cleaned of it's 'MaxSpecific' modifiers...and exported as a 'Collada' version of the player.Get rid of that stupid 2-meshes in Scene....for the 'Skin' modifier to export correctly...and just export a skinned Kork in his root pose, or even perhaps in his "Character Studio" 'figure' pose....
Come on you Max users......get involved!
#3
I just edited my dumb a$$ question as I found the solution and it was soO simple, im off to smack own botty now..LOL ;)
cheers all! ;)
03/24/2009 (1:53 pm)
Hi..Max user here testing out the Torque engine demo to see if its what I need! I can find the DTS exporter pro plugin for max 2009 (32 bit) anywhere!!! I did post about importing to Torque from max 2009 issues but "think" I have found a solution! will see tomorrow!I just edited my dumb a$$ question as I found the solution and it was soO simple, im off to smack own botty now..LOL ;)
cheers all! ;)
#4
Personally I would stick with DTS for characters, while you do have to setup all the markup stuff which takes maybe 10 minutes or so, it will save you countless hours in the end. To do the same with the Collada files you will need to add XML to the file each time you export so that the engine knows what to do with the DTS/DSQ. While this might not seem too difficult, when you factor in that you will typically re-export a character model a good 20 to 50 times over the course of a project, spending even 2 or 3 minutes doing this every time can add up real fast for just a single character or model, never mind what you will need for an entire project. This is why I say use DTS/DSQ for characters and anything animated, use Collada for static scene objects to replace DIF, its really the best fit solution.
So while some people may call the scene markup stupid or difficult, it is in fact a very resource effective and effecient way to work. Time = Money, so save both by putting in a little bit of initial setup time from the start and use DTS with the scene markup.
04/03/2009 (10:25 am)
@RexPersonally I would stick with DTS for characters, while you do have to setup all the markup stuff which takes maybe 10 minutes or so, it will save you countless hours in the end. To do the same with the Collada files you will need to add XML to the file each time you export so that the engine knows what to do with the DTS/DSQ. While this might not seem too difficult, when you factor in that you will typically re-export a character model a good 20 to 50 times over the course of a project, spending even 2 or 3 minutes doing this every time can add up real fast for just a single character or model, never mind what you will need for an entire project. This is why I say use DTS/DSQ for characters and anything animated, use Collada for static scene objects to replace DIF, its really the best fit solution.
So while some people may call the scene markup stupid or difficult, it is in fact a very resource effective and effecient way to work. Time = Money, so save both by putting in a little bit of initial setup time from the start and use DTS with the scene markup.
Associate Chris Robertson