
Advancebo
Joined: Jan 14, 2008
|
Posted: Aug 24, 2008 03:48 PM
Msg. 1 of 16
|
|
|

Officer egg
Joined: Mar 16, 2008
Dancing is forbidden.
|
Posted: Aug 24, 2008 04:00 PM
Msg. 2 of 16
Thanks, this could be helpful!
|
|
|

supersniper
Joined: Jul 28, 2007
fear the sniper
|
Posted: Aug 24, 2008 04:07 PM
Msg. 3 of 16
upload them to halomaps utilities section with a readme and all files in one .zip.
|
|
|

Advancebo
Joined: Jan 14, 2008
|
Posted: Aug 24, 2008 04:07 PM
Msg. 4 of 16
Also may I note that the FBX plugin that came with the program your using, could be out of date
|
|
|

Higuy
Joined: Mar 6, 2007
@lucasgovatos
|
Posted: Aug 24, 2008 04:10 PM
Msg. 5 of 16
Thanks, this halps alot.
|
|
|

DEEhunter
Joined: Dec 16, 2006
|
Posted: Aug 24, 2008 04:11 PM
Msg. 6 of 16
Why use FBX? .3ds is fine. And it supports modifiers.
|
|
|

Advancebo
Joined: Jan 14, 2008
|
Posted: Aug 24, 2008 04:13 PM
Msg. 7 of 16
FBX is like 3ds/obj/dxf/etc combined, its the latest and most up to date plugin Edited by Advancebo on Aug 24, 2008 at 04:14 PM
|
|
|

DEEhunter
Joined: Dec 16, 2006
|
Posted: Aug 24, 2008 04:20 PM
Msg. 8 of 16
Umm. No its not... FBX is used for game design. It supports auto-keying, UV coordinates, materials, smoothing, vertice weights, and vertice colors. But the .3ds format supports all of that and it supports, Modifiers, Auto keying, Animation graphs, particle caching, Max scripts, Custom modifiers, render settings, animated materials, Direct X scripts, view ports configurations, and pretty much EVERYTHING that maya and 3ds max does.
|
|
|

Advancebo
Joined: Jan 14, 2008
|
Posted: Aug 24, 2008 04:23 PM
Msg. 9 of 16
yah but i like FBX more
|
|
|

DarkHalo003
Joined: Mar 10, 2008
All ARs Need Green Little Buttons.
|
Posted: Aug 24, 2008 04:28 PM
Msg. 10 of 16
Or you could just export your model as a 3DS file. That way you can import it in any other 3ds Max program. :P
|
|
|

Advancebo
Joined: Jan 14, 2008
|
Posted: Aug 24, 2008 04:45 PM
Msg. 11 of 16
I still find FBX more helpful :P
|
|
|

Donut
Joined: Sep 30, 2006
I swear I'm not actually dead
|
Posted: Aug 24, 2008 05:32 PM
Msg. 12 of 16
fbx does. anyone who has used a mac and unity 3d knows that it comes with a tutorial model that is an fbx. it has this little rigged alien
|
|
|

DEEhunter
Joined: Dec 16, 2006
|
Posted: Aug 24, 2008 05:40 PM
Msg. 13 of 16
.3ds does support vertice weights. Your doing it wrong.
|
|
|

DEEhunter
Joined: Dec 16, 2006
|
Posted: Aug 24, 2008 05:47 PM
Msg. 14 of 16
[14:42] »TCEM« Spartan-094: explain [14:43] »TCEM« Spartan-094: cause this would be a snap for me since i got 2009 [14:43] »TCEM« Spartan-094: to get into 8 [14:44] [»ШМ«]DEElekgolo: .3ds is a um compressed .max file that is read and weritten in the same format that is also dynamic to each modifier that is applied to it [14:44] [»ШМ«]DEElekgolo: so if you have max 2009 [14:44] [»ШМ«]DEElekgolo: with a fume FX item in it [14:44] [»ШМ«]DEElekgolo: and you use it in a max [14:44] [»ШМ«]DEElekgolo: that doesnt have it [14:44] [»ШМ«]DEElekgolo: then it makes a dummy object [14:44] [»ШМ«]DEElekgolo: but still [14:44] [»ШМ«]DEElekgolo: creates teh same effect [14:45] [»ШМ«]DEElekgolo: Vertice weights are obviously stored though [14:45] [»ШМ«]DEElekgolo: Why wouldnt it be?
|
|
|

il Duce Primo
Joined: Apr 22, 2007
CMT Team Leader
|
Posted: Aug 24, 2008 06:59 PM
Msg. 15 of 16
When did .3ds be able to hold uv coordinates. Please explain I would love to know
|
|
|

DEEhunter
Joined: Dec 16, 2006
|
Posted: Aug 24, 2008 08:00 PM
Msg. 16 of 16
I donno whats wrong with you people. the .3ds format supports all of that. At least in 3ds max 2009 or something.
|
|
|