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3dsmax and wme question
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Topic: 3dsmax and wme question (Read 4412 times)
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rollo
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3dsmax and wme question
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March 21, 2013, 02:26:02 PM »
I cannot seem to find any information regarding exporting from max to wme in relation to models. I have looked at the trinity model and I think that I may need an exporter that exports in an x format? What geometry etc. If someone could shed some light on the process, I would be grateful. Thanks
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Mnemonic
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Re: 3dsmax and wme question
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Reply #1 on:
March 21, 2013, 02:45:07 PM »
You will need the panda exporter. See this:
http://res.dead-code.org/doku.php/kbase:exporting_models_from_3ds_max
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rollo
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Re: 3dsmax and wme question
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Reply #2 on:
March 21, 2013, 02:57:46 PM »
Thanks Mnemonic. Would this plugin also work for poser? also,is there and documentation in relation to working in 3d. I notice that the online book does not include this. Many thanks
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Mnemonic
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Re: 3dsmax and wme question
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Reply #3 on:
March 21, 2013, 03:06:44 PM »
No, Poser is not suitable for real-time 3D characters. If you want to use Poser, you'll need to render the characters as 2D sprites.
The usage of 3D characters is described in WME documentation (press F1 in ProjectMan).
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rollo
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Re: 3dsmax and wme question
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Reply #4 on:
March 21, 2013, 03:29:42 PM »
Thanks very much. Will check it out.
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HelLRaiseR
I don't want to make a Monkey Island clone :(
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Re: 3dsmax and wme question
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Reply #5 on:
March 22, 2013, 02:04:50 PM »
If you wish to render the poser models with 3D Max to use the sprites in WME, You can use the Poser models into 3DMax using the plugin "XRetarget", but you need a very powered machine to manipulate bones and muscles due to the high complex of Poser models.
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Fernando
rollo
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Re: 3dsmax and wme question
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Reply #6 on:
March 23, 2013, 03:11:44 PM »
Thanks for info guys. Cheers
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