Questions about 3Ds max from an amateur

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Re: Questions about 3Ds max from an amateur

Postby D'Lanor » Mon Apr 12, 2010 5:29 am

GPNMilano wrote:Converting an age from blender to 3dsMax while not impossible, is time consuming.

I notice you only mention the modeling. Never mind that, but how about all the wiring which is totally lost in the conversion?

We have thousands and thousands of lines in Alcscript, mostly logic scripting. How hard is it to recreate that with the plugin? Or more specifically how easy is it to set up a responder with for example 12 messages and say 3 callback events? That would be the average responder in our age I guess and we'll have a few hundred responders when everything is done. :?
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Re: Questions about 3Ds max from an amateur

Postby TheMagician » Mon Apr 12, 2010 5:38 am

Well from what I've read about how to create responders in Blender, I think it is much faster to do it in Max.
One click to create the responder component,
one click to select the detector,
Then as many clicks as you have messages and callbacks (you can just chose them from a dropdown list)
And that should be it.
You can define different stages for the responder. It's all very convenient and very well structured.
The order of the events in your list can be changed very easily just by dragging an entry up or down.
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Re: Questions about 3Ds max from an amateur

Postby GPNMilano » Mon Apr 12, 2010 5:50 pm

D'Lanor wrote:I notice you only mention the modeling. Never mind that, but how about all the wiring which is totally lost in the conversion?

We have thousands and thousands of lines in Alcscript, mostly logic scripting. How hard is it to recreate that with the plugin? Or more specifically how easy is it to set up a responder with for example 12 messages and say 3 callback events? That would be the average responder in our age I guess and we'll have a few hundred responders when everything is done


The Magician hit the nail on the head with his response. Recreating the lines of alcscript with the plugin is so quick and easy it's not even funny. You just add a responder component, add a stage, and for each stage you choose your list of messages from a menu. It's very quick and easy to do. Same with pythonfilemods. Once you attach your python file component it gives you a list of the python files, and when you choose the one you want from the drop down menu it opens up a dialog with all the parameters you need to set. It's so intuitive even someone with no experience in programming can figure it out.

Dorehn has the most amount of alcscript of any age I've done so far (10000+ lines of alcscript). I started the conversion process this morning. I should be done with it within a couple of days converting it to max. Really the hardest part is the materials, and i found a way to save all my materials and uvs without breaking up objects by exporting it to fbx. So it should go much smoother than my last converted age.
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Re: Questions about 3Ds max from an amateur

Postby Aloys » Tue Apr 13, 2010 2:06 am

GPNMilano wrote:Heh, actually I did a search and found a really great new way to convert from blender to max. Fbx Converter You need to download the fbx converter version 2006 11.1 and the fbx plugin for max, same version. Then you export with blender to fbx format, and with the converter, just convert from fbx to fbx and import that file into max. It saves all uvs, materials, emptys and lights. And it doesn't break up the objects it creates the multi-sub materials like it's supposed to. Only issue is you may need to convert the materials to plasma standards if you're using complicated blending. (when you convert be sure to use the export images option of the converter)

That looks like a tremendous finding; I'll check it out tonight! :)
I did a search for a proper Blender>Max converter myself yesterday but couldn't turn anything up..
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Re: Questions about 3Ds max from an amateur

Postby Karkadann » Tue Apr 13, 2010 5:17 am

How bout doing something with three plane's like this

Image

I had not planed on making any interactive's short of a Click for beach ball thingy, but I did plan on some how adding three gardens one for each plane. Would something like this still be possible
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Re: Questions about 3Ds max from an amateur

Postby Aloys » Tue Apr 13, 2010 5:51 am

That was a very interesting little project. I do seem to remember there were some problems with the stairs though.. Have you tried to export it and test it?
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Re: Questions about 3Ds max from an amateur

Postby GPNMilano » Tue Apr 13, 2010 6:12 am

Karkadann wrote:How bout doing something with three plane's like this


I would assume something like that is possible yes. And probably much more doable with the Max plugin than with PyPRP. You'd need ALOT of subworlds though.
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Re: Questions about 3Ds max from an amateur

Postby Karkadann » Tue Apr 13, 2010 6:21 am

Aloys wrote:That was a very interesting little project. I do seem to remember there were some problems with the stairs though.. Have you tried to export it and test it?


I have not been able to test it but I did find a table in the Pub by the Great Stairs in both the live version and the offline version with an angle sharper then the 45 degree my stairs are at and walking up it is no problem at all. I assume the 45 degree angle will be less of a problem then originally thought

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Re: Questions about 3Ds max from an amateur

Postby rustee » Tue Apr 13, 2010 8:15 am

GPNMilano wrote:You'd need ALOT of subworlds though.


Only 3?

Karkadann wrote:I assume the 45 degree angle will be less of a problem then originally thought


No problem at all.
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Re: Questions about 3Ds max from an amateur

Postby Karkadann » Wed Apr 14, 2010 8:59 pm

OK I know Im doing something wrong
Im trying to export Relitivity just to see what it looks like after adding some lights and I think a small collider and spawn point and I keep getting a PageInfo component error
No label for the age, chapter, or page, on the location found on layer 1
I went threw the creating the Prps thing picked 2012 for a prefix # and Relativity for the myagename.age

Apparently its not as close to AutoCad as I was hoping
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