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3d max model


satish

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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!... ;)

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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*

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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.

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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. :D Well, perhaps not for you. ;)

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