Game Development Community

The Definitive Pipeline Guide

by Andy Hawkins · in Game Design and Creative Issues · 06/23/2007 (5:11 pm) · 17 replies

So this thread is for everyone to dump their pipeline / processes to get from package X to package Y with view to come up with a resource which I will collate at the end of this thread's lifecycle.

What I would like people to post here is how they get say full textured object from Max to OBJ, which can then be converted to Torque or XSI or Lightwave.

So let's go!!!!! Please contribute.

#1
06/23/2007 (7:10 pm)
Hey there,
Im not really sure what you actually want us to post here...

I usually use .Obj as it supported by most applications.

Here is my somewhat long-winded pipeline.
Blender (modelling) >Hexagon 2.1/Unwrap3d (UV's) >Paintshop Pro X (Texturing)with Milkshape for 3d texture updating >Milkshape for DTS export >Show Tool Pro for Model viewing etc >TGEA

Is that something like what you wanted?


:S
#2
06/23/2007 (9:47 pm)
The idea is to post the exact process from, for example, Max to Obj to preserve UV's. Sure you could just go export as wavefront, but there always nuances (buttons and settings and tweaks) that not everyone knows about to get the result you want. The idea is to have a central resource to help people export to different formats for the sake of the customers who buy the packs.

For example from a recent post...
Quote:
I tried to export the source art to .obj files, but they completely loose the material settings and the naming scheme gets lost which is fatal for the Torque exports. So, maybe it\'s because I\'m not a super 3DS Max export, so if anyone knows better, let me know and I put those files into the FGE owners area
#3
06/23/2007 (11:34 pm)
It would be much better simply to enhance/add to the TDN wiki articles on the various ways to create different types of shapes.
#4
06/24/2007 (3:01 am)
There doesn't appear to be scope for that though. In the TDN there is only how to get it from Blender->DTS or Lightwave->DTS. Not Lightwave->3DS so Max users can use it, or Max to OBJ so Lightwave users can use it. That's what I'm talking about. Really to stay purely indie all content packs should port to Blender so everyone can access the source.

It about opening the market for your product to new clients. For example, I'm in two minds all the time when buying content packs that only have Max source. Most indie's can't really afford Max right? So most people aren't legally able to access the source of these packs.

Considering there is a large indie component to this community I think the idea is fairly relevant.

As a good example is, if the FGE doesn't include OBJ or Lightwave source, I'm not going to buy it. Also because the Skeleton Pack didn't include Max source, only Lightwaver's bought it (in general).
#5
06/24/2007 (3:41 am)
I've got it!....

Export as DirectX and sell that with the pack. Anyone who wants to port to their own package can import via Blender and export to the version they want.
#6
06/24/2007 (3:43 am)
@metalliandy - your process it fine anyway because you are using affordable tools. Thanks for the tip. How's the unwrapping in Hexagon and Unwrap3d?
#7
06/24/2007 (4:01 am)
Super useful thread! Thx!
#8
06/24/2007 (5:20 am)
Its fine thanks :)
The UV's are the best part of Hexagon 2.1...I initially bought it for 3d paint...but its broken at the moment :( and i couldn't recommend UnWrap3d more to anyone...The tools are great, it easy to use and is very flexible.
I am quite pleased..lol
#9
06/24/2007 (8:16 am)
What about Autodesk FBX format it is free.

usa.autodesk.com/adsk/servlet/index?id=6837478&siteID=123112

FBX Plug-in:
The Autodesk FBX plug-in allows all types of data to be packaged into one file format that can be used by most of today's 3D authoring software.

FBX Converter:
Transfer project data from one application to another quickly and easily with the FBX Converter. This utility lets you convert OBJ, DXF and 3DS files to and from the FBX file format.

For example:
MAX <-> FBX
Cinema 4D <-> FBX
Lightwave <-> FBX
MilkShape 3D <-> FBX
Blender -> FBX only Exporter for FBX

Have you read Phil Carlisle blog post over Torque pipeline progress
#10
06/24/2007 (10:37 am)
Nice link and info, Stephen. Guess I will export my stuff also in FBX. Sounds good.
#11
06/24/2007 (4:48 pm)
I have had no joy with FBX to date. When I tried to export the Skeleton from Lightwave to Max it crashed Max. When I exported from Lightwave as FBX and then imported back via FBX it crashed. Some tips and tricks and gotcha's would be appreciated on this plugin.
#13
06/25/2007 (4:02 pm)
Very cool Stephan - I'll try that one. I'll need to send the mesh to a Max user tho'.

Keep 'em coming! How about one for Max to Maya and back? Or LW to Maya and back.
#14
06/27/2007 (1:19 pm)
How to transfer animated geometry, lights and cameras between 3dsmax and Maya.
#15
06/27/2007 (3:33 pm)
To transfer animated geometry lights and so.. from max to maya... you need to use the fbx format

i used that before to transfer a model with more than 100 animations

make sure you use the latest version of the plugin for both apps

examples...

max 8 and maya 8 to have the same FBX 200611.1 exporter... and that way it should be fine

that is to avoid crashes.. because trying to import a 200611.1 version with older plugins will likely lead to a crash..

to get the latest exporters you need to get them in the autodesk website

hope this helps

Cheers
#16
06/27/2007 (4:08 pm)
Thanks DodongoXP - much appreciated. More!!! We need MORE!!!!!
#17
07/07/2007 (8:31 pm)
Here's one from Philip Carlise for FBX to DTS

www.garagegames.com/blogs/1605/13204