3DSMax 5.1 DTS Exporter - Has anyone compiled it yet?
by Donald McDade · in Artist Corner · 06/23/2003 (2:24 pm) · 32 replies
Has anyone compiled a MaxtoDts exporter for 3D Studio Max 5.1 SP1?
The Mx 5 exporter crashes everytime saying I have no bounds ,but that's BS. It's there but never see's it. Anyhow, is anyone working on this? Or is anyone going to?
Sincerely,
Donald
The Mx 5 exporter crashes everytime saying I have no bounds ,but that's BS. It's there but never see's it. Anyhow, is anyone working on this? Or is anyone going to?
Sincerely,
Donald
#22
One suggestion. Have you run your model through the Unmess utility?
Another option would be the one Joe M. from Bravetree suggested is using the MAX4 multi_res modifier and Bravetrees Exporter. They have a better exporter than the one that comes with the code.(everything works) I believe this is the way they do it.
My primary use for the exporter is simple models, not animated, with LOD. The exporter can handle it but when you start adding the skin modifier in the mix somthing seems to go wrong.
I'll let you know if I get a solution.
Matt
Bravetrees Exporter
07/05/2003 (12:42 pm)
I'm looking into this. I can't seem to get either to work. I am not using the player model but I have a small setup that covers the basis. I have never been able to get auto detail to work with the MAX5 version.One suggestion. Have you run your model through the Unmess utility?
Another option would be the one Joe M. from Bravetree suggested is using the MAX4 multi_res modifier and Bravetrees Exporter. They have a better exporter than the one that comes with the code.(everything works) I believe this is the way they do it.
My primary use for the exporter is simple models, not animated, with LOD. The exporter can handle it but when you start adding the skin modifier in the mix somthing seems to go wrong.
I'll let you know if I get a solution.
Matt
Bravetrees Exporter
#23
BTW, I have been doing the 'Generate' step when adding back Multires, just in case anyone was going to suggest that. It seems to be one of the standard suggestions made in these cases :) .
07/05/2003 (2:04 pm)
I'll try unmess & the Bravetree exporter + Max 4 Multires and post back the results.BTW, I have been doing the 'Generate' step when adding back Multires, just in case anyone was going to suggest that. It seems to be one of the standard suggestions made in these cases :) .
#24
The option using BraveTrees stuff is probably better.
Basically I had to set "Skin" on all the objects including the multi-res'ed stuff. I really wasn't much more work because I added the modifer and waited in under a multiple selection but more verts to have to deal with.
I tried everything but nothing seems to work.
It sure would be nice if we could find a couple of good programmers to take interest in getting this thing up to PAR.
If anybody needs an example here you go: Multires, skin example
Matt
07/05/2003 (4:42 pm)
Ok I gotta psuedo work around that works and animates the LOD. But its more work.The option using BraveTrees stuff is probably better.
Basically I had to set "Skin" on all the objects including the multi-res'ed stuff. I really wasn't much more work because I added the modifer and waited in under a multiple selection but more verts to have to deal with.
I tried everything but nothing seems to work.
It sure would be nice if we could find a couple of good programmers to take interest in getting this thing up to PAR.
If anybody needs an example here you go: Multires, skin example
Matt
#25
For now the only way to use Max 5 Multires seems to be to create all the detail meshes in the scene and apply the appropriate multires parameters to each mesh. Don't let the exporter generate any of the LOD meshes from Multires.
07/06/2003 (10:23 am)
Max 5.1 + either exporter + Max 4 Multires works fine. The Torque crash I'd mentioned earlier was my fault (missed putting back a node I'd deleted). I have not tried autodetail or unmess again yet, but the real problem seems to be Max 5 Multires not playing nice with the exporter code.For now the only way to use Max 5 Multires seems to be to create all the detail meshes in the scene and apply the appropriate multires parameters to each mesh. Don't let the exporter generate any of the LOD meshes from Multires.
#26
I'm using the default max2dtsExport.dle that came with Torque already compiled. I'm using the plugin for Max 4.0 on a Max 5.1 SP1 system (which seems to work fine).
The issue that I'm having is in my model of a person, I have a physique modifier on it with animation. When I export, and I use the -show, all I can see is the dummy objects and not the mesh itself.
Obviously I'm doing something wrong. Can anyone direct me? Also, how to export the animation would be nice to know also.
Thanks in advance.
James
07/06/2003 (12:02 pm)
Newbie question:I'm using the default max2dtsExport.dle that came with Torque already compiled. I'm using the plugin for Max 4.0 on a Max 5.1 SP1 system (which seems to work fine).
The issue that I'm having is in my model of a person, I have a physique modifier on it with animation. When I export, and I use the -show, all I can see is the dummy objects and not the mesh itself.
Obviously I'm doing something wrong. Can anyone direct me? Also, how to export the animation would be nice to know also.
Thanks in advance.
James
#27
07/06/2003 (12:05 pm)
Use Skin, not physique. If you use physique, export it as a morph mesh.
#29
You must the enable morph animation in the sequence helper in order to see the animation. (it is off by default)
07/06/2003 (12:26 pm)
If you are using physique instead of skin, the mesh must be part of the shapetree instead of the skeleton. Your trailing number on your mesh must match one that is defined by a detail marker.You must the enable morph animation in the sequence helper in order to see the animation. (it is off by default)
#31
The answer to your question is in the post I made above.
If you are using physique, the mesh itself must be part of the shape tree and it must have a trailer number to denote a detail level corresponding to the trailing number of the mesh.
This mean to set the whole thing up like you would for exporting a simple box.
All of this is covered in the exporter documentation, which is located on this site, here:
www.garagegames.com/docs/torque.sdk/tools/max2dts/index.html
07/06/2003 (3:46 pm)
Ok. The answer to why you are seeing dummies and not the mesh is that you are setting it up wrong. The answer to your question is in the post I made above.
If you are using physique, the mesh itself must be part of the shape tree and it must have a trailer number to denote a detail level corresponding to the trailing number of the mesh.
This mean to set the whole thing up like you would for exporting a simple box.
All of this is covered in the exporter documentation, which is located on this site, here:
www.garagegames.com/docs/torque.sdk/tools/max2dts/index.html
Torque Owner Brad Shapcott
@All:
I tried to export the standard player model in Max 5.1 using the exporter compiled by Matthew.
Loaded the model. Removed the "Missing OSM" modifiers created due to Multires changing identity between Max 3 and 4. Replaced with new Multires modifiers. Export causes hard crash. The Multires modifier can be there as long as MULTIRES:: user properties are not set, but that just means the exporter ignores Multires (checked showtool, and got same poly count at all detail levels, like I'd expect). Setting autodetail in the .cfg appears to be ignored (does all other detail information need to be removed from the scene for autodetail to work -- i.e. detail markers and MULTIRES:: user properties?).
Reloaded the modified model, removed the Multires modifiers. Saved and closed Max, temporarily replaced the Max 5 Multires.dlm with the Max 4 version. Started Max, loaded the model, added Multires modifiers again. Export causes a vertex merge assertion in right knee (I get the same assert in Max 4, and think it might be related to the Multires modifier on that specific mesh). Deleted right knee, cut and pasted in left knee. Export finally works okay.
Showtool shows model with expected poly reduction on level of detail.
Run Torque, engine crashes. Seems a collision accelerator is messed up, but it was late, so I didn't look into it any further. Noted crash, went to bed. Got up this morning, had breakfast & coffee, started typing this post.
Other than trying to fix up the Multires modifiers, this is the standard player model from Torque. If someone has successfully exported the stock player model with functional LOD using Multires with either user properties or autodetail, please post the procedure.
As far as I can tell, the only workaround for this in 5.1 might be cloning the meshes and setting the mesh LOD numeric suffix and Multires parameters by hand. I'm just doing all this for programmer art so the models aren't so complex ('man made of boxes' :) ) that this would be unreasonable, but I'm also trailblazing for the real modelers, who may be less sanguine about the matter.