Re: converting 3ds files

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Posted by Elmek on February 15, 1998 at 17:30:57:

In Reply to: Re: converting 3ds files posted by EPD on February 15, 1998 at 02:50:36:

What you both need to do, to make everything easy
is to download and use the ASCMaker plugin by
Phillip Martin (same guy who is writing Quake2
Modeller). Its available for max1.x and max r2
on his website. Just follow the link below.


: I kinda have the same prob but i firgured the prob but no solution, most likely not ever. I spent a whole day trying to get a segmented character to work.

: You cannot reposition the local axises of the objects. In 3dsmax if you reposition them it has no effect but once it gets exported and imported it gets fucked up. For example if you move the local axis up the whole object moves up also.

: Another thing is binding. You cannot bind because it fuck things up again. When you bind things the stack up on each other.

: If anyone can give a solution we'd both be happy =)

: And no, Character studio and Bones are out of the question.

: : I have a couple of questions about making a player character. I've modeled a robot type character in 3ds max 1.2, and have finished about 60% of the animations. I've exported all the frames to 3ds files but when I import the 3ds files into mdl (I think thats what it's called) the legs are off at wierd angles. This also happens when I import the files into max. Can the model be in sepparate peices and still work? If so what can I do to keep my model together when I export it.

: : P.S. how do I put my animations together in the quake modeling progam, Ive figured out how to import append vert but I can't get append frame to work. Are there any tutorials?

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