Hot answers tagged

9

Forget all that expensive software. Either it's expensive, and you take a hit, or you get used to high-end software, and can't use anything else. Like I said in my comments, just start learning Blender 3D. It's actually not that bad, the interface just takes a little while to get used to. If you already know concepts like materials, textures, spot lighting,...


8

It's best you read nVidia's pages containing some GPU Gems articles. There's the key formula which I will briefly explain to you in the following pseud-answer: This is where you'll find the complete article, and it's a classic resource by now. I will only assume you want an explanation of that process, done in a simplistic manner (as much as I can). The ...


7

I'm not familiar with XNA specifically but most 3D development tools allow you to refer to bones in the model. In 3ds max just put a bone in the gun and then refer to that bone's position in your code.


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

Luckily, Blender's BMesh support is finally here, as of 2.63. You're looking for the "Knife" tool. See http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.63/BMesh hit K in edit-mode to switch to the knife, and click to set up points to "cut". Spacebar exits knife mode.


5

I don't use 3DS max, so I can't give you specific direction, but I can tell you generally what's happening. I assume you were following some kind of tutorial, so you may not remember doing this. However, it looks like you have the model set up to be mirrored down the center. So, selecting one vertex will mirror to the other side. Typically this is very ...


5

It will not be identical to the Box primitive, as the result will be a Rectangle with an Extrude modifier. It may have the same apparent geometry like a box, assuming that you toggle the flag to cap the beginning and end of the extrude. The origin of the resulting object will be at the base, which may differ from where the origin of a box normally is.


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

Yes, and No. Yes it is legal if you won't publish it. No it is not legal if you'll publish it. Simple as that.


4

find here a good description of why this problem exists and a script to solve it: xna3ds script


4

There isn't really a one-size-fits-all solution for this. You can make 1 unit in XNA equal to 1 metre, or 1 kilometre if you'd like. What I'd recommend is you find a transform and stick with it. Start with exporting a 1m sphere into XNA, adjust the scale and/or camera until it looks right, then base everything off that scale.


4

Go to vertex mode, select the vertex that needs to be changed then right click on it and select Corner from the menu. To convert it back to bezier then just select bezier again.


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

Your options: Get the student version: http://students.autodesk.com/?nd=download_center Download an illegal version (don't do this) Pay full price Use something else Use the trial You said the trial doesn't work for you but that's the only viable option for what you're asking. If you want to build something commercially with 3ds you better have $4000.


3

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


3

Though I don't use 3DSMax or XNA, I would assume this issue is caused by the left and right wing not sharing a common parent. All the bones should be connected to a common root bone, since most applications (it seems XNA is included) don't support multiple skeletons per model. Place a bone down the center of your butterfly and make the left and right wing ...


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

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

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

Ok, so yes the problem is in your model. You haven't set: UVW mapping for your geometry A diffuse map for your material. In 3ds max, when you use the Standard material on your model and change the Diffuse Color the material doesn't actually have a texture, and so it doesn't use one even if you give it one later. Basically, here are the steps to make it ...


2

Here's a FAQ I wrote last year on importing FBX. At that time, FBX was the standard format for imports of 3D models, and I guess it still is. You can model with Blender (free), and use its FBX exporter, then pull those into Unity. Using the FAQ, you can ensure your FBXes come into Unity correctly. At least from Blender, you could export textured models with ...


2

I'm not sure about UDK but XNA for example can load multiple 3dsmax files and play the animation step by step. I would create 1 3dsmax file with the character shooting the bow, with frame 0 as default pose, frame 1 to 500 (for example) the animation of grabbing an arrow, frame 501 to 1000 to shoot. (frame 1000 is the character in rest stance, like frame 1) ...


2

Not withstanding what Dman is conveying, since you are not following through fully with your matrix[] transforms, there may (or may not) be scaling information inside them that you are not taking into account when setting your be.World. Use transforms[mesh.parentBone.index] instead of mesh.parentBone.Transform


2

At least one case that this can happen is when you have multiple smoothing groups on an object. So a vertex can have as many normals as it has faces with different smoothing groups sharing it. http://wiki.polycount.com/SmoothingGroups


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