Wintermute Engine Forum

Wintermute Engine => Technical forum => Topic started by: rollo on March 21, 2013, 02:26:02 PM

Title: 3dsmax and wme question
Post by: rollo on 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
Title: Re: 3dsmax and wme question
Post by: Mnemonic 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
Title: Re: 3dsmax and wme question
Post by: rollo 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
Title: Re: 3dsmax and wme question
Post by: Mnemonic 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).
Title: Re: 3dsmax and wme question
Post by: rollo on March 21, 2013, 03:29:42 PM
Thanks very much. Will check it out.
Title: Re: 3dsmax and wme question
Post by: HelLRaiseR 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.
Title: Re: 3dsmax and wme question
Post by: rollo on March 23, 2013, 03:11:44 PM
Thanks for info guys. Cheers