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Author Topic: Export characters from Max 2014  (Read 4107 times)

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patrikspacek

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Export characters from Max 2014
« on: May 14, 2014, 05:16:56 PM »

Here is a weird problem! I need to solve. Max 2014 64bit

- When I use AXE plugin for exporting 3d character w animations, I am NOT able to see textures ingame! but animations works and texture is visible only in editor!

- When I use KW x plugin, I see the textures ingame, but there is no animations!

- When I mark in AXE export animation only, it doesnt save file at all, because there is no nodes. useless.

So, how can I get my 3d character correctly to WME??  damn .X files
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metamorphium

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Re: Export characters from Max 2014
« Reply #1 on: May 14, 2014, 06:37:57 PM »

So there is no longer that panda export available?

http://res.dead-code.org/doku.php/kbase:exporting_models_from_3ds_max

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patrikspacek

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Re: Export characters from Max 2014
« Reply #2 on: May 14, 2014, 06:43:39 PM »

no... but I am trying to export it in Max2012 now...  but I have same texture problems.

here is a pic:
https://dl.dropboxusercontent.com/u/39935592/test2.jpg

texture is messed up

or geo messed up

https://dl.dropboxusercontent.com/u/39935592/test3.jpg

« Last Edit: May 14, 2014, 06:53:52 PM by patrikspacek »
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metamorphium

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Re: Export characters from Max 2014
« Reply #3 on: May 14, 2014, 06:54:11 PM »

Hm. Last time we used 3d models was 2006. It's probably format incompatibility then. Let's see if some newer max user has better experience.
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patrikspacek

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Re: Export characters from Max 2014
« Reply #4 on: May 14, 2014, 07:09:37 PM »

Yeah...lots of problems with exporters...

so, since I started using Max2012 and latest Panda...its working now...   texture is back and bones as well....    foohheee :)

just some of my regular bones has different positions.....  need to find out why..  and I wish I could use blendshapes for the head :((
« Last Edit: May 14, 2014, 07:15:56 PM by patrikspacek »
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metamorphium

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Re: Export characters from Max 2014
« Reply #5 on: May 14, 2014, 08:10:46 PM »

yeah, 3d support is very basic. Maybe you should implement different library as WME is now opensource.
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Johny.D

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Re: Export characters from Max 2014
« Reply #6 on: May 14, 2014, 09:11:35 PM »

hi :)
use this one
http://www.cgdev.net/download.php

Im using this exporter in my graduate final project, and all working very good in max 2014.
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patrikspacek

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Re: Export characters from Max 2014
« Reply #7 on: May 15, 2014, 03:59:21 PM »

hi :)
use this one
http://www.cgdev.net/download.php

Im using this exporter in my graduate final project, and all working very good in max 2014.

I tried that one too...but it shows a problems with textures (as I mentioned above). I couldnt see textures ingame, but i seen it in editor. What the heck? Animation seems to work, its hard to tell without texture.

Biped with skin modifier works ok, but bones itself cause problems sometimes. When I link bones to biped, it looks like it doesnt support link constrains well.

I use biped for full body and head...   and bones for mouth, eyebrows, eyes etc. so I link them to biped head

here is, how it looks like:


shadow messed up, and texture not visible

« Last Edit: May 15, 2014, 05:30:28 PM by patrikspacek »
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patrikspacek

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Re: Export characters from Max 2014
« Reply #8 on: May 15, 2014, 04:11:54 PM »

yeah, 3d support is very basic. Maybe you should implement different library as WME is now opensource.

I wish somebody could add FBX support from Max 2014 64bit and also create different type of shadows. I think Unity use shadow map (?)  Also no limitations for skin modifier and skinned vertexes, because I dont use physique. I do all manually with skin modifier and vertexes, its more accurate and easy to do.
And if I dont wanna use bones for facial rig, I would like to use morphs blend shapes, which are supported in fbx.

so whos gonna do it?
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Johny.D

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Re: Export characters from Max 2014
« Reply #9 on: May 15, 2014, 07:15:25 PM »

I tried that one too...but it shows a problems with textures (as I mentioned above). I couldnt see textures ingame, but i seen it in editor. What the heck? Animation seems to

Did you switch "Use Direct3D9" in startup settings to "yes"?
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patrikspacek

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Re: Export characters from Max 2014
« Reply #10 on: May 15, 2014, 07:30:05 PM »

I tried that one too...but it shows a problems with textures (as I mentioned above). I couldnt see textures ingame, but i seen it in editor. What the heck? Animation seems to

Did you switch "Use Direct3D9" in startup settings to "yes"?

MAN!  you are my hero!   ufff...  it works now. damn.  thanks.
now, why the shadow is messed up?
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Johny.D

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Re: Export characters from Max 2014
« Reply #11 on: May 15, 2014, 07:46:14 PM »

:) shadow can be mess by lot of reasons.
did you switch to "stencil" in 3d setting in sceneeditor ?
Do you use different model for shadow pass ?
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patrikspacek

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Re: Export characters from Max 2014
« Reply #12 on: May 15, 2014, 07:52:19 PM »

:) shadow can be mess by lot of reasons.
did you switch to "stencil" in 3d setting in sceneeditor ?
Do you use different model for shadow pass ?

1. scene editor - shadow is stencil

2. how do I know? I just imported my 3d character and thats it. Shadow moves like his mirror and its vertical flipped.
Is it possible to find out if there is other character to make this shadow?

-flat shadow works ok...but its cropped, and not looking exciting
-simple shadow works and its just flat plane, nothing exciting
-stencil shadow is projected wrong
« Last Edit: May 15, 2014, 08:08:08 PM by patrikspacek »
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Johny.D

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Re: Export characters from Max 2014
« Reply #13 on: May 15, 2014, 08:14:29 PM »

well it looks like bad export.
try this setting
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patrikspacek

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Re: Export characters from Max 2014
« Reply #14 on: May 15, 2014, 08:46:21 PM »

no...doesnt work :(   I will try more times...    what affect the stencil shadows? how is it created?

stencil shadow is broken in half of the body of the shadow. 
mean: first half of the shadow from the legs to waist works well, other half from waist to head is bended vertically

« Last Edit: May 15, 2014, 10:11:44 PM by patrikspacek »
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