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3dsmax to fs without gmax ? .. heres how! ..

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>Thanx for the answer. Pitty thought that you need to hand>edit it. >I will think very good before I start. Gmax aint bad at all, I>just would love the render feature. :9 Now that I have perfected my technique for converting the .x file to a .3ds file, I can quickly export my projects (non-animated, of course) to 3dSMax for rendering purposes... :)


Fr. Bill    

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Guest flightmike1

>Now that I have perfected my technique for converting the .x>file to a .3ds file, I can quickly export my projects>(non-animated, of course) to 3dSMax for rendering purposes...>:)Could you please share that technique? :(

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>>Now that I have perfected my technique for converting the>.x>>file to a .3ds file, I can quickly export my projects>>(non-animated, of course) to 3dSMax for rendering>purposes...>>:)>Could you please share that technique? :(That's pretty simple, as it turns out... :)You will need either "3d Exploration" http://www.voodoofiles.com/342 or "Deep Exploration" http://www.righthemisphere.com/sitemap.htm1) Set up your model as you would like it "posed." Since animations are lost, if you want to have it "flying" you will need to delete the gear animation with the gear raised prior to export.2) Export your .mdl as normal. Have MakeMDL configured to "Save Files" and "No Compile."3) Start "3d Exploration" and navigate to your model's .x file in the browser. Click on the .x file and your file will be parsed and an image of the model should display in the preview window of "3d Exploration."4) Use "Save As" to convert your model to .3ds format. In the "Transform" dialog, use ALL the preset conditions EXCEPT the "Rotation" which must be set to:x = -90 y = 180 z = 0This will transform the GMax "left hand coordinate system" to 3dSMax's coordinate system.


Fr. Bill    

AOPA Member: 07141481 AARP Member: 3209010556


     Avsim Board of Directors | Avsim Forums Moderator

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Guest Eurosky

thanX!! I will certainly try out!

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Guest jetBlue_83

Since i use version 6, the pandasoft plugin doesn't work for me. Instead, I do this:Create model and everything (no animations) in 3ds MaxUsing the BFF Exporter (google it) I try to export everything to a maxscript file (no *.3ds file here)Then, I open GMAX and run that maxscript, which rebuilds the model in GMAXAnything that failed to import, I just use the regular export to *.3ds feature in 3ds max

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Guest flightmike1

Thanks very much Bill, will try that out. :)

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