Hot answers tagged

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

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 ...


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 ...


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

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

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


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

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

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


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

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

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

You can get things pretty generic by writing a conversion layer, likely using matrix transformations. You're already thinking along these lines with the pre-processing stage. At a high level, this would look like: LoadModel(Model modelData) CoordinateSystem modelCoordSystem = DetectModelCoordinatesSystem(modelData); if(modelCoordSystem != ...


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

Probably your problem is due to normals not being per-face but smoothed. You can apply Smooth with AutoSmooth after import with 30 degrees threshold to your model or maybe use a better exchange format. You can use 30 degrees in most cases for half-smoothed objects. If you need blockiness just decrease it. (Or if you need smoothness increase it)


1

In face sub-object mode, select all your faces and then scroll down the inspector to the "Polygon: Smoothing Groups" section and click "Clear All" (Can't embed the image from my current network, but it's step 2 from this tutorial)


1

Those models look extremely detailed. If this was done with subdivision, it would not be too hard to step over the 65536 vertex limit (I'm guessing that the game could be using 16-bit vertex indices for these models). It only takes a grid of 256x256 vertices to be right on the limit, 8 subdivision levels on a quad would go over it.


1

Make sure that the culling order is correct. This depends on whether you're using LR or RH. If you're not sure, then just try both GraphicsDevice.RasterizerStates.CullFront and GraphicsDevice.RasterizerStates.CullBack to see which one looks correct. Also, you might want to try rendering with your camera's world matrix through Matrix.Transpose.


1

You can combine a material's diffuse color with a diffuse map in two ways: In code, by setting the GameObject's `renderer.material.color' to a different one Through the GUI by selecting the GameObject and in the inspector choosing the desired color in the main color field of the assigned material component More information on Unity's materials can be found ...


1

You need to press the figure mode in order to adjust the biped bones. It is the only way to scale the bones of the biped. After that if you want to animate or make poses of the biped, you must be out of the figure mode, so switch if off before.


1

Yes. Ensure that none of the vertices in the trunk are included in the bones controlling the arms. Check out the skin modifier documentation and how to either modify the envelopes you're using, or manually selected the vertices controlled by the underlying bone.


Only top voted, non community-wiki answers of a minimum length are eligible