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7

No. 3DSMax is not a game engine. You'll have far more difficulty creating a game in 3DSMax than you would moving the models into a proper engine. If it takes so much effort to move the models from 3DSMax to your engine of choice, you're using the wrong engine, or you're doing it wrong. If you're really in charge of these types of decisions for a team, you ...


5

After spending a week searching the web and checking every related blog post, i found the solution. http://www.denysalmaral.com/2012/04/px-spritesrender-3ds-max-scripted.html This script renders and names the images perfectly, after it i combine them using "GlueIT" Works like a charm, Hope it will help others.


4

Thanks to dadoo Games my problem is solved. He was correct I needed to change my sampler state to wrap. I added this to my draw function to get it working: GraphicsDevice.SamplerStates[0] = SamplerState.LinearWrap;


4

This could be a confusion over whether one thinks of oneself as being inside or outside the cube for the purposes of labeling things. You're thinking of yourself as inside the cube, and you note that left/right are reversed. However, imagine yourself outside the cube; rotate it 180 degrees so that the "front" side is facing you; now the left/right sides ...


4

Firstly, a 2:1 ratio is not isometric. It is a similar-looking dimetric projection (where two of the three axes are equally foreshortened, and the vertical axis is slightly less so) Isometric projection is when all three axes are equally foreshortened. An axis-aligned square tile lying in the horizontal plane has an isometric projected width:height ratio of ...


3

You are on the right track with the rig needing to be the same. If you are using one character mesh and model you can reassign textures in Unity3D as needed. One thing to check is the Unity documentation: http://docs.unity3d.com/Documentation/Manual/HOWTO-ImportObjectMax.html It covers importing and exporting from MAX including "Exporting Bone-based ...


3

The first thing you need to learn is UVW mapping get a complete grasp of how this works and you will start to understand how your texture maps should be structured. This is a good tutorial that should explain all this - http://waylon-art.com/uvw_tutorial/uvwtut_01.html Then you should try texturing, using your Photoshop skills to apply textures and paint ...


3

select the objects you want to group. hit the unlink selection button (the broken chain icon) And than you can group.


3

Right thanks for Blue for helping me figure this out, if you want to add extra animations to the stock humanoids from the Unity Asset store the following worked for me: 1) Start a new project in 3d Studio Max 2) Click Animation->Bone Tool 3) From the right hand pane select "Biped", click in the viewport and size accordingly. 4) Animate the biped anyway ...


3

I'm a bit late on this, but perhaps you can still use it or someone else might come across it. Exporting First of all, if the animation look wrong when imported into your game engine, it can be a good idea to bake your animation before exporting. Animation baking can also be done during FBX export in Maya, however I'm not sure it works as well as baking in ...


3

You can't have the realism provided by ray casting engines (e.g. vray) without a ray casting. You can only get very close to it. Ray casting is a simulation, xou simulate how lightrays bounce off from objects. Hardware rendering is not a simulation. You can get close to it, but most of the times, it requires you to re-render the scene multiple times in ...


2

Another workaround if you are in a rush, just highlight all the objects and create a 'selection set' this helps enough for me. Of course it depends what you intend to use them for once they are grouped...


2

Apparently there's a company called Mixamo that sells and constructs anthropomorphic models as a service. And their web interface handles rigging. And it's fairly expensive, with a very brief free trial. But assuming you get it right on one of those first two tries, you should be able to import one of their "auto-rigged" models back into 3dsmax, and run a ...


2

Simply export your annimation from 3DS Max to a file type by supproter "XNA" (fx, fbx, etc. ..) And import your annimation in your project xna with "importer". (see the sample in the use of Microsoft Skinned model annim sample). Many existing tutorial to convert a model from 3ds Max to annimé xna .. Here is one: Tuto 3ds Max to Xna model anim


2

I know this is a couple years late but maybe someone searching for a solution will come across this. So in order to change the "Default" file type assigned to new Output Elements created in Render to Texture, you can do the following. 1 MaxScript > Open Script 2 Navigate to the MacroScripts folder in you installation directory 3 Open "Macro_BakeTextures....


2

Step by step as requested... (although this is from memory as I don't have the software to hand) Place your image/silhouette in the background of your view port (there are millions of tutorials for this google is your friend) Create the plane - Command Panel > Standard Primitives > Plane > Click and drag in the view port to create it - make it a bit bigger ...


2

If you open up the scene explorer (Alt+Ctrl+O), you can see what the scene is composed of: If there are multiple meshes, you'll be able to see them here. If it's all one mesh, it will show up as a single mesh.


2

The face normal has been flipped on the UV layout. Selecting the face with the issue and mirroring it should solve it.


2

I'd use a cube map. That way you can still only 8 vertices. You'll have to rework your texture that your sampling from and your texture coordinates will be three values instead of two.


2

A vertex is not just a spatial position, but a whole bag of attributes. A position p is a point in some spatial space or a homogeneous coordinate. A texcoord tc is a point in texture space. A normal n is a bivector, and so on. If you represented a vertex with multiple indices, a vertex V_k could be represented by a tuple of indices {p_a, tc_b, n_c}. In a ...


2

Looks like sometimes mudbox gets angry when the unwrap has zero-area faces (not correctly unwrapped) or you have UVs too close to the edge of the map. Can you shrink them all down towards the center (0.5, 0.5) and try again?


2

As tkausl suggests, it should be trivial to program a simple tool: Construct 2D grid Apply heights from the image Write it to OBJ format file Import into 3DMax


2

To answer the first question there is an open source library Assimp which can read such model file, but it comes with an extensive 40+ file types as a generic library which could be a bit bigger in size when you compile. Also it is distributed under 3-clause BSD-License. If you are creating your own gaming engine, then think about creating your own model ...


2

Render to texture is also known as texture 'baking', which is the term used in blender. The blender manual has some info on baking and you can find several tutorials on the subject


2

Though there were a few vertices attached to the IK bones, the problem eventually proved to be that some vertices were not weighed to any bone at all. For reasons relating to the implementation of UE4, the mesh and skeleton are placed facing down and the bones placed the vertices to their appropriate position during animation playback, thus the vertices not ...


2

The plugin you have linked to doesn't seem to record command actions. Instead it records the modifier stack and allows the export of all animated parametric values. For example a cube of 1x1x1 is created on frame 1 but on frame 10 the cubes width is adjusted to 10. The exporter captures the animation of that data and allows playback of that animated value on ...


1

Note: Was very nice finding an StackEnxchange answer pointing to my own script! ;) I'll would like to extend the answer for the original question: You can automate this task in 3ds Max with its built-in scripted language: Maxscript, using the bitmap render() function and node rotate(). This example code will render active frames range animation by each ...


1

Coordinate systems can be whatever you decide. Some common tools use a different coordinate system that you might consider "normal." Though there are a couple very common coordinate systems, they really can be whatever you want them to be, so the correct transformation could be application-defined. +Z being "up" is normal for some model editors and tools ...


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