3DS Max Export - Collada
by Mark Nosworthy · in Collada Test · 07/20/2009 (12:42 am) · 12 replies
Hi,
I have rigged a character in 3DS MAX exported it using Collada and managed to successfully view the character in T3D. I have at this stage only imported it as a static shape, so havent tested the working skeleton elements, butt all seems generally fine. Im using the current T3D Beta.
The problem Im facing is that character is meant to have another layer of armour applied to it. When I apply these armour elements to the character through the skin modifier in 3DS MAX all seems to be fine, the skeleton and character with the armour on it, moves as expected. But when I export again using collada, the result is peices of armour floating in space bearing no resemblance to the original mesh, the character is not visible at all either along with a number of armour peices.
At first I thought this was because I was using the physique modifier, but I have gone back over the rigging process again and used the skin modifier and the result is still the same.
Is there some sort of heirachy that I should be using for the armoured attachments, im completely at a loss at to what the problem is.
Any help much appreciated.
I have rigged a character in 3DS MAX exported it using Collada and managed to successfully view the character in T3D. I have at this stage only imported it as a static shape, so havent tested the working skeleton elements, butt all seems generally fine. Im using the current T3D Beta.
The problem Im facing is that character is meant to have another layer of armour applied to it. When I apply these armour elements to the character through the skin modifier in 3DS MAX all seems to be fine, the skeleton and character with the armour on it, moves as expected. But when I export again using collada, the result is peices of armour floating in space bearing no resemblance to the original mesh, the character is not visible at all either along with a number of armour peices.
At first I thought this was because I was using the physique modifier, but I have gone back over the rigging process again and used the skin modifier and the result is still the same.
Is there some sort of heirachy that I should be using for the armoured attachments, im completely at a loss at to what the problem is.
Any help much appreciated.
About the author
#2
I have emailed the file to you, look forward to any assistance you can provide.
Thanks.
07/20/2009 (10:26 am)
Hi Chris,I have emailed the file to you, look forward to any assistance you can provide.
Thanks.
#3
There is definitely something odd about this model - and not just in Torque3D either. I tried loading it up in UltimateUnwrap3D (a free trial version is available if you ever need an alternate collada viewer), and I could see all of the geometry, but it was not connected to the skeleton correctly.
Will keep looking and let you know what I find.
In the meantime => you could try one of the other collada exporters such as ColladaMAX from www.feelingsoftware.com (free registration required to download).
07/21/2009 (9:05 pm)
Hi Mark,There is definitely something odd about this model - and not just in Torque3D either. I tried loading it up in UltimateUnwrap3D (a free trial version is available if you ever need an alternate collada viewer), and I could see all of the geometry, but it was not connected to the skeleton correctly.
Will keep looking and let you know what I find.
In the meantime => you could try one of the other collada exporters such as ColladaMAX from www.feelingsoftware.com (free registration required to download).
#4
Look forward hearing about any findings you make.
07/22/2009 (1:00 am)
Thanks Chris, I'll try ColladaMAX as well to see what results I get.Look forward hearing about any findings you make.
#5
I have also posted a thread relating to this on the Art - 3DS Max forum as I think I have an underlying hierachy structure problem which is being evidenced by the problems Im experiencing on the collada export. I think collada is seeing the symptoms rather than being the cause of the issue.
Any advise is still much appreciated though, I have downloaded the software from feelingsoftware and im giving it a trial run now.
Thanks.
Mark.
07/22/2009 (1:51 pm)
Chris,I have also posted a thread relating to this on the Art - 3DS Max forum as I think I have an underlying hierachy structure problem which is being evidenced by the problems Im experiencing on the collada export. I think collada is seeing the symptoms rather than being the cause of the issue.
Any advise is still much appreciated though, I have downloaded the software from feelingsoftware and im giving it a trial run now.
Thanks.
Mark.
#6
I created a character with skeleton system and now I want to export it to use in T3D like sample Gideon.
I have 2 simple questions;
1- What is the max. polygon count for a character(is 5000-10000 good)?
2- How should I export the character for T3D, .dts or collada ?
(If the answer is collada, is there a tutorial about setting up )
Thanks.
KODGRAF Game Studio
07/24/2009 (2:38 am)
Hi...I created a character with skeleton system and now I want to export it to use in T3D like sample Gideon.
I have 2 simple questions;
1- What is the max. polygon count for a character(is 5000-10000 good)?
2- How should I export the character for T3D, .dts or collada ?
(If the answer is collada, is there a tutorial about setting up )
Thanks.
KODGRAF Game Studio
#7
As for which of the formats to use, I would recommend sticking with .DTS for your characters for the time being. It's an incredibly versatile format for the purposes of character animation
Just my 2 cents.
-Lino D
08/13/2009 (9:21 am)
The exporter for 3ds MAX supports up to 10k polys.As for which of the formats to use, I would recommend sticking with .DTS for your characters for the time being. It's an incredibly versatile format for the purposes of character animation
Just my 2 cents.
-Lino D
#8
Some recent fixes to the collada loader mean that in T3D trunk, all of the geometry is visible (although quite small), but the armour is still not connected to the body. It looks 'exploded', with individual pieces floating away from the body and each other.
Does the model display correctly if you import the DAE file back into MAX?
08/13/2009 (5:13 pm)
@Mark: I still think there is something not right about this model, whether in the collada export or the MAX scene setup.Some recent fixes to the collada loader mean that in T3D trunk, all of the geometry is visible (although quite small), but the armour is still not connected to the body. It looks 'exploded', with individual pieces floating away from the body and each other.
Does the model display correctly if you import the DAE file back into MAX?
#9
10/29/2009 (6:57 pm)
@Mark: have you done the box trick on your meshes? If they have been scaled/stretched/rotated they can do all sorts of strange things when exported.
#10
In one example I have seen recently, the same scene exported using all 3 would import perfectly with FeelingSoftware and OpenCollada, but was a screwed up mess with AutoDesk (in fact, some of the symptoms were similar to yours, with geometry disconnected from where it should be).
11/05/2009 (3:29 am)
Mark - I just noticed that you are using the built-in MAX Collada exporter, also referred to on these forums as the AutoDesk exporter. I have seen numerous problems with the output of this exporter in the past, and would strongly recommend that you switch to the FeelingSoftware or OpenCollada exporters instead.In one example I have seen recently, the same scene exported using all 3 would import perfectly with FeelingSoftware and OpenCollada, but was a screwed up mess with AutoDesk (in fact, some of the symptoms were similar to yours, with geometry disconnected from where it should be).
#11
Is there any heirachy rules? Root rules? Naming convnesions that I should be aware of.
Thanks for any help
11/30/2009 (3:05 pm)
Has anyone had any experience exporting a skinned character with bones out of 3D Studio Max and had it working in Papervision 3d or even in a Collada Viewer?Is there any heirachy rules? Root rules? Naming convnesions that I should be aware of.
Thanks for any help
#12
11/30/2009 (4:43 pm)
Paul, the default DAE/FBX exporter from Autodesk will fail miserably at most tasks that you ask of it, you can try opencollada/colladamax.
Associate Chris Robertson
Have you set up your scene for DTS export? ie. with the base01->start01 and detail level markers etc? It sounds a bit like your armour and skin meshes are at different detail levels.
If the scene is not setup for DTS export, the collada loader should just put all meshes in a single detail at size=0.
I wrote the Collada loader, and I'd be happy to take a look at the shape for you if you want to email it to me.