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Exporting 3ds max to b3d
show user profile  info_man
Hello. I am currently making animated characters for a gaming engine called Realm Crafter (for a friend)

Now, I animated it with biped bones with 3ds max.

What would be the best method of exporting it to .b3d and saving the animation, model, and texture?

thank you.
read 4451 times
8/22/2009 12:01:52 AM (last edit: 8/22/2009 12:01:52 AM)
show user profile  Dave
It's been a while since I used the blitz engine, but I'm relatively sure that such options are available to you on export. ie, tick boxes for mesh/animation/bones

"I flew over Egypt once"

read 4431 times
8/22/2009 2:16:07 PM (last edit: 8/22/2009 2:16:07 PM)
show user profile  info_man
you mean in 3ds max or blitz? I dont have blitz, and hopefully I dont have to ever use it lol.
read 4422 times
8/22/2009 3:41:42 PM (last edit: 8/22/2009 3:41:42 PM)
show user profile  info_man
see im working with realm I have to export the 3ds max to b3d. I just want all the data from mesh/animation/bones to stay the same.

theres no option on 3ds max to export to a b3d file.

is there any trusted plugins you'd recommend to convert it?

(never used a plugin or converter before)
read 4407 times
8/22/2009 7:29:10 PM (last edit: 8/22/2009 7:29:10 PM)
show user profile  ChaosQuack

Currently I am working on a b3d based game (check my sig). If you are using a 64bit os you are screwed with that exporter and there is only one real option.

I use characterfx, a free animation program.

I export from max to .3ds. Import into CharacterFx. Animate in characterfx. Export to .b3d.

Since you already have the object animated in max try the pipeline first.

read 4382 times
8/23/2009 9:39:20 AM (last edit: 8/23/2009 9:39:20 AM)
show user profile  info_man
thank you, but this worried me from that link

B3d Pipeline only exports bones included in the Skin modifier

does this mean biped/physice_modifier wont work?
read 4380 times
8/23/2009 10:57:34 AM (last edit: 8/23/2009 10:57:34 AM)
show user profile  info_man
sry for double post again, I said screw it and downloaded fx...although it scared me to do so >.>

is there any good tutorials?
read 4377 times
8/23/2009 11:09:51 AM (last edit: 8/23/2009 11:09:51 AM)
show user profile  ChaosQuack
Hmm characterfx is a small, condensed animation system. If you know keyframe animation there really isn't much beyond just learning the UI, which can be a little painstaking, but does the job.

seems to have the basics in there. Check out charfx's standard helpfiles too.

And correct biped/physique do not work. You have to actually set bones for .b3d to work. Which is not hard to learn.


read 4366 times
8/23/2009 2:04:34 PM (last edit: 8/23/2009 2:12:13 PM)
show user profile  info_man
yea...I think ill just do it in 3ds max and export in b3d using that pipe.

I tried was horrible lol. My models were converted to the size of giants, parts were missing, and there was no texture. XD

read 4358 times
8/23/2009 3:36:35 PM (last edit: 8/23/2009 3:36:35 PM)
show user profile  ChaosQuack
Well what you see in charfx is set by your modelling standards of size. So if your world scale in b3d is set around the size of the models you need to specify how many units you want that to be. It just depends on the programmer. You may find that once you export to realm crafter that your scale is waaaay off. Depends.

No texture because you have to assign the texture. There is a material editor. Parts missing is most likely an error because your model should be all one 'attached' object with 1 material.

Regardless. I would bone in max if I could then use the pipeline, much better then what I have to do for using a 64bit version.

Anyway, glad to help. Good luck and show some progress!

read 4354 times
8/23/2009 4:18:25 PM (last edit: 8/23/2009 4:18:25 PM)
show user profile  info_man
Sorry for the long delay in answering...however this is what happened.

I got the b3d pipe.

And i animated a model, but not with bones...or anything. It is a windmil model, so the only thing I did was turn the fans around in a circle.

Will it still work?

also, I downloaded the pipeline as I said, however how do I use it? I have never used a plugin or something like this before.

(also, if I just use a circle animation like I did, can it export fine in 3ds or will it still need b3d?)

thank you
read 4195 times
9/29/2009 2:56:19 PM (last edit: 9/29/2009 2:56:19 PM)
show user profile  ChaosQuack
That only works if you use .3ds as your format.

It won't work for .b3d, you need to have bones for .b3d.

I would suggest using .b3d and boning your models in the non sexual way. That way you have full control over the models properties within blitz itself.

The pipeline comes with full instructions on how to use it.

read 4186 times
9/29/2009 3:39:41 PM (last edit: 9/29/2009 3:41:20 PM)
show user profile  info_man
Ok thanks, just to get this straight though.

If i convert the windmill in 3ds from max, it'll still have the animation without bones? (simply moving around the windmill fans and auto keying it)

Right now im gonna "bone" one of my monsters and try that ^.^

where are the instructions btw?

thanks for the reply!
read 4177 times
9/29/2009 4:32:35 PM (last edit: 9/29/2009 4:32:35 PM)
show user profile  ChaosQuack

read 4170 times
9/29/2009 5:10:57 PM (last edit: 9/29/2009 5:10:57 PM)
show user profile  info_man
thanks! just to be clear though, for the windmill.
if i animate it by just moving the mesh in 3ds max, and convert it to 3ds, it will work?

If not, is there an easy way to convert it to 3ds from 3ds max? (again without the bones)

To be exactly clear...

I ediited the windmill fans by rotating it by frame, so it moves in a circle.

I then saved it to .3ds

will this method work? (im not talking about bones and animating a character then pipeline, im talking about a simple animation without bones)

read 4110 times
10/4/2009 11:56:33 AM (last edit: 10/4/2009 12:07:35 PM)
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