|
事實一:以前"眾所周知",.3ds可轉進gmax是沒錯的,但gmax轉不成.3ds。
現在,有方法了。有工具。
剛瀏覽gmax"官網",順便看有沒有gmax_to_3ds的轉檔工具,呵,爆多人問的,文章看不完,但有譜了:
以下工具挑一個即可
You need some converting tools like
Deep exploration 3d (shareware ) , http://www.davidhsmith.net/downloaditems/3dexplor1_5.exe
Quick 3D pro http://www.davidhsmith.net/downloaditems/quick3D_Pro_4_setup.exe ( shareware ) or
LithUnwrap ( free ) http://files.seriouszone.com/download.php?fileid=198
here tutorial LithUnwrap http://www.kaylon.freeuk.com/lithunwrap.htm
and here tutorial LithUnwrap + export from gmax http://www.bzuniverse.com/forum/index.php?PHPSESSID=d7314bf71ef9dd1438743a94cc325527&topic=4851.msg78531
or you can use milkshape 3D ( shareware 29 USD ) http://www.milkshape3d.com
gmax is able export md3 and more - plugins, and import it to LithUnwrap and convert to 3ds
*也可參考:
There is no 3ds exporter, you must have some converting tools. Also for gmax are available plugins, for what game do you use gmax?
here I post usefull stuff for gmax, also links for plugins http://www.turbosquid.com/Forum/Index.cfm/stgAct/PostList/intThreadID/24205 參考網絡文章一:
Getting Your Model Ready For Export:
_____________________________________________________________________
1.) Open Gmax.
2.) Load Finished Model.
3.) Click the tab called "Main Toolbar" from the top menu.
4.) Click "Unlink Selection" (Note: Export Does not support linking).
6.) Select all objects that your model has.
5.) After all objects have been selected Click the "Utilites" button.
from the right menu (Hint: Hammer Icon).
7.) Now click "Reset XForm" & Reset Selected.
8.) right click the model while all objects are still selected &
chose Convert To" "Editable Mesh"
9.) now your model is ready for export.
Exporting Your Model (Requires Quake 3 Plugin from Tempest Pack)_____________________________________________________________________
1.) Click file -> Export.
2.) Chose the File Location, New File Name, and Quake 3 (*.MD3) for the file type.
(Note: you may need to install the MD3 plugin from the tempest pack)
3.) Click Save.
4.) Enter the number 0 in "The Following Frames"
5.) Uncheck "Show Warning Dialogs" to avoid getting multiple uv error message.
6.) Click Export Now.
Importing Your Model Into Ultimate Unwrap3D (Version2.20\Demo2.20)
_____________________________________________________________________
1.) File -> Open -> YourModel.MD3
2.) Click Import from the Quake 3 Importer.
3.) Left click the "+Groups" from the right menu to expand the list of objects.
4.) Right click the -Groups & select the following options "AutoHide" & "AutoSelect".
5.) Left click one of the objects from the group listing to select that object.
6.) Left click the white cube named "Box Mapping" & uncheck the option "Untangle UVs".
7.) Click Apply.
8.) Now Right Click "+Materials & Select "Delete All...).
9.) Right Click "+Materials" again & Select "Add".
10.) Right click the New Material & choose Rename" to rename the material to "Material #1".
11.) Right click the New Material Named "Material #1" & select Properties.
12.) Click the "Maps" Tab & to the right of the Diffuse select the "Bitmap" option.
13.) Now click the Properties button that is to the right of "Bitmap".
14.) Click Change
15.) Find & Select your texture\image-template that you want to apply to the model.
16.) Click Open
17.) Click Ok to close Diffuse Map Properties.
18.) Click Ok to close the Material Editor for that Material.
19.) Now select the object you want to apply the material to by selecting
from the group listing.
20.) Right click the Material Named "Material #1" & Select Apply.
21.) Save your Work.
Importing Your Model Into Ultimate Unwrap3D\Lithunwrap (Free Version)
_____________________________________________________________________
1.) File -> Model -> Open -> YourModel.MD3
2.) Click Import from the Quake 3 Importer.
3.) If you don't have a right Menu Click view -> show Scene Window.
3.) Left click the "+Groups" from the right menu to expand the list of objects.
4.) Right click the -Groups & select the following options "AutoHide" & "AutoSelect".
5.) Left click one of the objects from the group listing to select that object.
6.) click tools -> UV Mapping -> Box.
7.) Click ok.
8.) Now left Click "+Materials to expand the listing.
9.) Right click each material & select the "Delete" option.
10.) Repeat step 9 until all Materials have been deleted.
11.) Right Click "+Materials" & Select "Add".
12.) Right click the New Material & choose Rename" to rename the material to "Material #1".
13.) Right click the New Material Named "Material #1" & select Properties.
14.) Click the "Maps" Tab & to the right of the Diffusse: Map Type select the "Bitmap" option.
15.) Now click the Properties button that is just below the "Bitmap".
16.) Click Change
17.) Find & Select your texture\image-template that you want to apply to the model.
18.) Click Open
19.) Click Ok to close Diffuse Map Properties.
20.) Click Ok to close the Material Editor for that Material.
21.) Now select the object you want to apply the material to by selecting
from the group listing.
22.) Right click the Material Named "Material #1" & Select assign.
23.) Save your Work.
FAQ
_____________________________________________________________
Question #1:(LithUnwrap\Ultimate Unwrap3D)
How do i open that right menu?'
Answer 1a: (Free Version)
click view -> show Scene Window.
Answer 1b: (Version2.20\Demo)
click Windows -> Scene
---------------------------------------------------------------------
Question #3: (LithUnwrap)
How do i click tools -> UV Mapping -> Box when the button is grayed out ?'
Answer 3: (Free Version)
You cannot apply uvw mapping when you have the option "select by vertex" enabled.
(Fix: See Question 4)
---------------------------------------------------------------------
Question #4: (LithUnwrap\Ultimate Unwrap3D)
How do i enable select by face so i can Uv Map the object.
Answer 4a: (Free Version)
Click the button named "Select By Face" look near the preview button for a triangle icon.
Answer 4b: (Version2.20\Demo)
Click the button named "Select By Face" look at the left menu for a white cube icon.
---------------------------------------------------------------------
Question #5: (Gmax)
After using Reset Xform my object has turned inside out why & how do i fix this?
Answer 5: (Gmax)
Well this usually happens if you've mirrored another object & you can fix this by applying the "Normals" Modifier & flipping the normals back.
then you should reapply the reset xform again & your object shouldn't flip inside out again. just don't forget to collapse the stack by repeating step 8.
---------------------------------------------------------------------
Question #6: (Gmax)
Whats the sense of using Reset XForm & converting my objects to an editable mesh (Step ?
Answer 6: (Gmax)
Well your resetting various information for the export & it will also allow you to link them to any parent object in notepad without them moving or rotating when they are linked properly. basicly it helps you setup your model properly in notepad without your parts moving or rotating.
i've also experenced exporting bugs which can be fixed by using this method of resetting various information. Also make sure you've unlinked any objects you've previously linked because Reset Xform & the Quake 3 Plugin don't support your objects being linked to another objects.
---------------------------------------------------------------------
Question #7: (Ultimate Unwrap3D\Lithunwrap)
Ultimate UnWrap wont let me save my work is there any way around this without buying it?
Answer 7: (Ultimate Unwrap3D\Lithunwrap)
I have 2 different instructions in this Tutorial that can be either used for the FREE VERSION or REGISTERED VERSION. Note: if using the demo & your not a registered user then you cannot save unless either your using the free version which is free to download or buy the newer version. I'd suggest buying the newer version because its a whole lot better.
Ultimate UnWrap: ( Pay version maybe found here)
http://www.unwrap3d.com/downloads.aspx
LithUnwrapper: (Free Version)
http://www.bzuniverse.com/~fish.xsi/download/LithUnwrap.zip
| 參考網路文章二ANNOUNCEMENT![update]It appears that GMax isn't to be stopped at the end of the year but rather faded out and replaced by a more up-to-date tool. There hasn't been any official confirmation of this as of yet so keep an eye on the home page for more news and info on this.
GMax will no longer be available as of the 1st of November 2005 as Autodesk, the owers of Discreet and 3DS Max (amoungst other things), have decided to discontinue gmax. For more information on this click here.
===========================================
[addendum] It's now possible to export gmax to max by working around the problem; it still involves the same principle mentioned above - converting for a format both gmax and 3DS Max understand; in this case that Doom 3's MD5 format.
You need the export script for gmax and the import script for Max. Simply export your model from gmax to MD5 and then import that MD5 into Max. The big advantage here is that MD5 supports animation, so if you had an animated model in gmax it'll export to MD5 and import into 3DS Max without too many problems.
What's this all about? ^Your browser is not <iframe> compatible.
If you're thinking of creating 'static' map objects for Doom 3 (doorways, crates etc.) they need to be in one of two formats; *.ase and *.lwo. Animated objects and characters in the Doom 3 use the propriatory MD5 format which has support for skeletal bones. The following information is related to 'static' objects as gmax can now export to MD5 (although a little fiddly) using the script linked to above.
How can I get my gmax models into 3DS Max? ^In relation to getting models out of gmax and into max for use in Doom 3, the problem here isn't with 3DS Max but with GMax. Gmax was developed with the intention of having limited import and export capabilities this, in general, is provided by the additional installation of 'gamepacks' available for various games like 'Quake 3', 'Black & White' and MS 'Flight Simulator'. As there isn't an 'official' way to use gmax (or max) to create Doom 3 content you have to work around the problem using what abilities Gmax does have, in this particular instance the MD3 exporter, via these installed gamepack.
Although this tutorial uses the MD3 exporter you can in theory use any game pack becasue the basic principle is to simply export the model into a format that will get the object safely out of the gmax environment ready for import into 3DS Max for further work.
Essentially you build the object as per normal in gmax, prep for export and then output via the MD3 export option in the 'File > Save As' menu. If you have a different game pack loaded up you'll be able to use a different 'export to / save as' option.
Design note : If you've not got the MD3 plugin loaded for gmax to use what you need to do is install the Tempest gamepack and go to it's plugins folder;
..\Tempest\plugins\
There should be a file in there called 'Exportmd3.dle' which needs to be copied from the Tempest plugins folder to the gmax plugins folder at
..\gmax\plugins\.
The plugin, by default, is installed to the Tempest gamepack directory becasue it's part of that gamepack but by copying the plugin across it will allow the use of the tempest MD3 exporter in gmax itself - without the need to start Tempest - and so long as you make the model correctly (relative to the limitations of the MD3 format itself) you shouldn't have any problems exporting.
In theory it should be possible to do the same thing with exporters for other gamepacks but that relies on how the gamepack has been coded.
Baby steps, baby steps ^Once you've got the model out as an MD3 (or whichever format you have access to) the next thing is to get the file into MAX. There are two ways to do this
- Import directly into max using the Max to MD3 importer
- Import indirectly by converting to a format Max has native support for.
note : If you use a format other than MD3 you may need to look around for an appropriate Max importer
To import directly you need to have installed into your max 'plugins' folder, one of a number of MD3 import / export tools (see resource links above) which will allow you to browse to where the file is and load it into the scene as a workable object. Although the base mesh will import and load you may find animations and the UVWmap missing.
To import indirectly you'll need to track down a model format converter. This will allow you to open the model into it and then save it back out as a different format (preferably one that max has native support for, 3DS for example). As with the import info above you will most likely find that animations and UVWmap info is lost, this will depend on the quality of the converter you use, most of which only convert mesh data.
Things you need to know ^There are limitations to using this method and those are dictated by the MD3 format itself (or any other format)
- Models can't be bigger than 1024x1024 otherwise vertices that are outside that bounding box limit will be folded back in to 'legal' space.
- You can't use animations on the MD3 if it's going to be a map object.
Anything else? ^It may also be possible to export your *.gmax file to the *.pls (plasma) file format from gmax - support for the *.pls format was added to gmax v1.2 - and again import that into MAX. This has not been tested yet however.
Incidentally, if you want to go the other way, from Max to GMax, just export / save the work as *.3DS, gmax has native support for that and will open that format without too much trouble.
|
[ 本帖最后由 天唐永thianz 于 2008-12-1 17:20 编辑 ] |
本帖子中包含更多资源
您需要 登录 才可以下载或查看,没有帐号?入住
x
|