satish Posted July 15, 2007 Share Posted July 15, 2007 how do i bring my 3d max model to animation master? Quote Link to comment Share on other sites More sharing options...
Paul Forwood Posted July 15, 2007 Share Posted July 15, 2007 3DS models can only be imported as props. You will need to export in the older 3DS format from 3DS Max and then import to A:M. Right click in a new model window and goto Plugins\Import\3D Studio Don't expect to get low patch models though. Quote Link to comment Share on other sites More sharing options...
satish Posted July 15, 2007 Author Share Posted July 15, 2007 i tryed to open a 3ds file but nothing showed up. it did show me on the bottom that it loaded but nothing... help again please Quote Link to comment Share on other sites More sharing options...
satish Posted July 15, 2007 Author Share Posted July 15, 2007 can i maybe see a video of u doing it or soemthing please Quote Link to comment Share on other sites More sharing options...
Luuk Steitner Posted July 15, 2007 Share Posted July 15, 2007 Quote Link to comment Share on other sites More sharing options...
Paul Forwood Posted July 15, 2007 Share Posted July 15, 2007 Oops! Use the path that I described to import a 3DS model that is editable but will not have continuous splines. (not very pretty) Use Luuk's path to import a 3DS model as a prop, which you can't edit in A:M. Useful as a ... um ...prop. Quote Link to comment Share on other sites More sharing options...
mel_y3k Posted July 16, 2007 Share Posted July 16, 2007 acctually, you CAN import a .3ds model as a "model" instead of a "prop"....right clikck on "objects", scroll down to plug-ins (it should be the second-to-the-last item in the list), and when that menu pops up, scroll to import, and when THAT menu pops up, scroll to "3D Studio (Autodesk Ltd.) *.3ds", and voila!... Quote Link to comment Share on other sites More sharing options...
jon Posted July 16, 2007 Share Posted July 16, 2007 the larger issue is not how, but why? there is no good answer to this second question. let go of the triangles, and learn to model the a:m way. -jon Quote Link to comment Share on other sites More sharing options...
Fuchur Posted July 16, 2007 Share Posted July 16, 2007 If you are forced to do it with Polygon-models, you should try the OBJ-format. It is much better suited than the 3ds-format as far as I know. But in the end, it is always (really quite always) better to remodel it. If you dont have to edited or animate with bones etc. you can use the prop-option which works quite well... *Fuchur* Quote Link to comment Share on other sites More sharing options...
ftu_de Posted July 16, 2007 Share Posted July 16, 2007 Jon, I have a good answer: It is faster and easier for dummys like me. Is gives many good site with models. http://www-c.inria.fr/Eric.Saltel//download/ http://www.planit3d.com/source/meshes_files/meshes.html I have a workaround for the two problems (3-point spline and many patches). It looks something complicates, but if you install the programms you became relative good models with 4-point spline. You need Blender: http://www.blender.org/download/get-blender/ and MetasequoiaLE R2.3b-2 and Metasequoia Ver2.4.2. You need both, because LE R2.3b-2 has a problem with the import and 2.4.2 with the export. http://www.metaseq.net/english/index.html Install the programs. If the model has not so many patches, load it in Blender and begin with 7.) If the model is a dxf- File, load it in MetasequoiaLE R2.3b-2 and begin with 4.) 1.) Load the model in Metasequoia Ver2.4.2 (DoGa CGA System .suf, AutoCAD .dxf, LightWave .lwo, 3D Studio .3DS, Rokkaku daioh .rok, Calgari .cob, Wavefront .obj and Playstation .rsd). 2.) Save it as .mqo 3.) Load it in MetasequoiaLE R2.3b-2 4.) Reduce the polygons. Object/reduce polygons. 5.) Save it as .cob or .dxf (its greater and bake all groups to one) 6.) Load it in Blender. File/Import/TrueSpace or File/Inport/dxf 7.) Select group and go in edit-mode 8.) Select all point. Type A 9.) Remove double vertices. Type space/Edit/Vertices/Remove Doubles 10.) Change the 3-point patches in 4-point pateces. Type space/Edit/Faces/Convert to Quads. 11.) Deselect all. type A 11.) Export as Wavefront. File/Export/Wavefront 12.) Import in AM The models are not perfect, but you have a model like this Maurian30.bmp in 5 min. Quote Link to comment Share on other sites More sharing options...
KenH Posted July 16, 2007 Share Posted July 16, 2007 You didn't mention that other problem.....biases....which patches have and polys know nothing about. So, usually importing a model made in a poly program results in twisted splines. In which case, you have to go and edit it.....which is usually slower than making it from scratch. Well, perhaps not for you. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.