Questions about 3Ds max from an amateur

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Re: Questions about 3Ds max from an amateur

Postby Aloys » Thu Apr 15, 2010 2:13 am

Karkadann wrote: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

That's good to know, that will be useful. I'll try to import the pub see why it works. It might be a friction setting.
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Re: Questions about 3Ds max from an amateur

Postby TheMagician » Thu Apr 15, 2010 2:21 am

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


Did you add a PageInfo component to your scene and applied it to all your objects? In the component utility you must then select the PageInfo component and point it to the .age file that you've created.

You can watch the "Creating Your First Age" tutorial on http://www.agecreationtutorials.co.nr/ to see how to set this up properly.
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Re: Questions about 3Ds max from an amateur

Postby Karkadann » Sun Apr 18, 2010 10:38 am

45 degree angle. Seems Im linking in at a 45 degree angle I havta press the Esc key and then F10 and then Esc again to right myself, any one have an idea on how to fix it?


Oh by the wayy..........whats a friction setting??
Last edited by Karkadann on Mon Aug 29, 2011 10:20 pm, edited 2 times in total.
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Re: Questions about 3Ds max from an amateur

Postby I.Brattin » Mon Apr 19, 2010 5:40 pm

GPNMilano wrote:
Aloys 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)


I must have done something wrong, When I tried to import Chamassa it crashed Max 7.
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Re: Questions about 3Ds max from an amateur

Postby GPNMilano » Mon Apr 19, 2010 5:48 pm

I.Brattin wrote:
GPNMilano wrote:
Aloys 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)


I must have done something wrong, When I tried to import Chamassa it crashed Max 7.


Did you use the Fbx Converter? If so this is the process you need to do:

1. Export to fbx using Blender.

2. With the Fbx Converter, choose the fbx to fbx tab, and convert your exported the fbx file that blender exported.

3. Now this is the tricky part. when you import with 3ds Max, you need to import the converted fbx file. When you convert the fbx file to fbx using the converter it creates a new fbx file in a folder called V5. The folder is found in the root directory that you installed the converter to. Whenever you convert a file it lands in that folder. And this is the fbx file you want to import into 3ds Max. The one that sits in the directory that you exported it to with blender is just the same fbx file that blender created.
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Re: Questions about 3Ds max, and the Relativity.max dowload

Postby I.Brattin » Mon Apr 19, 2010 5:58 pm

When the installer didn't put a shortcut in my start menu I had thought it had been incorporated into Max 7. When Max 7 crashed I went looking for the converter instead.

Now I have the converted FBX and it looks like Max 7 has crashed (the window is still open but unresponsive going on a few minutes now)

Edit: Closed it and Reopened Max 7 after it became unresponsive. Tried importing the converted FBX and it just crashed Max 7 again (close the program crash)

Edit: Tried converting again (this time to a different place - you can select where it will save the conversion to), and again Max 7 has gone unresponsive when trying to import. Looks like its going unresponsive when working on the Library roof.
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Re: Questions about 3Ds max. & the Relativity.max file downl

Postby andylegate » Tue Apr 20, 2010 5:18 am

Make sure you have the correct version of both the Plugin and the Converter itself. Here are direct links to the proper versions for Max 7.0:

FBX Converter.

Converter Ver 2006 11.1 for Windows

FBX Max 7.0 Plugin

FBX Plugin for Max 7.0

Sorry to the Mac and Linux users. They have the converter, but the plugins are all for Maya.

Run and install the converter first (don't forget to install as Administrator if using Vista or Windows 7).
Then run and install the Plugin (again, don't forget to install as Administrator if using Vista or Windows 7).
Last: you'll have to set up a short cut to the Converter.

Then in Blender, with your Age loaded, click on File > Export > Autodesk FBX (.fbx) , where my red arrow is pointing to in the pic below:

Image

You'll have a box pop up. In that box (and this is important) look up at the top. You need to tell it how to export (the entire scene or selected objects. I selected all my objects and selected that):

Image

(I'd like to note that at this point, I was able to import the .fbx file straight into Max with out using the converter, and there was no problem. However, I didn't have any materials or textures on my objects when I exported from Blender.).

Next, open up your FBX Converter. Add your .fbx file you exported from Blender by clicking on the Add button. It automatically makes a new folder in the root drive (C: for me) called "V5" and puts your converted .fbx file there.

Image

When you load up Max, go to File > Import and then in the box that pops up, change to the "V5" folder and the file type to find your file, and click on Open.
Then watch the progress bar at the bottom of Max until it finishes. You should see your scene with all your Objects selected.

Worked pretty good for me.
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Re: Questions about 3Ds max. & the Relativity.max file downl

Postby I.Brattin » Tue Apr 20, 2010 7:03 am

I ended up converting Aquh and it imported into Max 7. So I have to think that the problem is with Chamassa and not the converter.

Edit: I still must be doing something wrong though. Textures appear not to be importing. I will go and re-download the plugin and converter to make sure I have the right versions.

Edit: I think I found out why I am having trouble with textures. Their not being copied like the should. Or at least it is something to do with the textures anyways. With Aquh Materials are there but not textured. With Chamassa it freezes when working on the Library roof (I am assuming its having trouble finding a texture is the reason for the freeze).
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Re: Questions about 3Ds max. & the Relativity.max file downl

Postby andylegate » Tue Apr 20, 2010 9:59 am

Okay, I imported Zephyr Cove this way (whew! Took a while, heh), and the Materials and Textures are there.....just not on the objects. You have to assign them to your object again.

Select an object, then hit your "M" key to call up the Material Editor, then hit the "G" key while in the Material Editor to "Get" the Material that was assigned to the object in Blender. It will open up with a new window that shows both the name of the Material you had in Blender, and the name of the texture file you used (remember it!). Select it.

Then you'll need to click on the "Standard" button, and change it to either Plasma Standard or whatever you're using (IE if the object is a Particle Emitter, you'll have to pick Plasma Particle instead of Plasma Standard). Then click on the Map Layer button and select your texture again. Click on the Assign To Object button, and you should see your texture back on your Object like it was in Blender (the UV Coordinates should be the same too).

So while it gets everything in to Max for you, you'll still have to do the work or getting your stuff back on it.
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Re: Questions about 3Ds max. & the Relativity.max file downl

Postby I.Brattin » Tue Apr 20, 2010 4:24 pm

I wonder if the converter would work in reverse. From Max 2009 to Blender (or Max 7)

Edit: Answer would be no. The exported Max 2009 FBX crashed the Converter. May need a newer version.

Edit: Answer is still a no. There is no FBX import in Blender.
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