View Full Version : What in the hell is going on here!?
Luxo-Jr 09-05-2002, 02:32 PM Ok here is the problem.....I go to import a .3ds file into Max 4 and the model plane in this case has all its parts scrampled all over the bloody place. Like the propellars would be way ahead of the plane and wings below the plane in separate pieces. Also the surface is friggin weird as seen in this following link. What the hell causes this? How can I get the model to look normal wihtout looking bloody well F***** up.....Ive tried flipping normals and not converting the units of measurement. Whats causing this and how can I fix it?
Also what do you open .TPC and .3dz files with? Can it be done in Max......cos I really need to open these files! I am ever SO SEVERELY pissed off here!
http://www.strike9.com/file.aspx/path=/GerardWills/fullsize/DISGUSTING!.jpg
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paconavarro
09-05-2002, 06:39 PM
that happened to me once in a model I bought at turbo squid....
I edited the stack deleting the meshsmooth modifier of each object and some times fliping some normals.... Its not big deal... try it :)
Lizard Head
09-05-2002, 06:59 PM
I had that problem also when ever I brought in .3ds files that were made in the DOS version of 3d Studio,, what it was was the X Form was never reset in the DOS version and bringing it into max caused the "explosion" effect. If you can, try opening it in the DOS version and resetting the X Form, if you dont have a copy, look into Right Hemi's Deep Exploration for a conversion from .3ds to max then open it in MAX ,,that may work... maybe.
but my point in all this ramble is it is the X Form not being re-set in what ever app made the file.
Adios
Lizard*
sadist
09-06-2002, 01:58 AM
You could probably reset the xform once the mesh is in max anyway. Use the 'unify' normal function in edit mesh to clean up from there.
Not sure about the seperate objects moving all over the shop. I usually have to fix the orientation when I work with 3ds files though.
Luxo-Jr
09-07-2002, 03:36 AM
paconavarro: There was no meshsmooth modifier in the stack at all so I dont think it was that. Also when I do flip the normals it seems to make it worse. Ive made the format to .dxf now and it seems to come up alot better without it having as many holes in it. There are only a few.....what else can be done?
Lizard Head: I opened the file in Deep Paint and saved as a .dxf file which as I said above works ok but still with a few glitches. When I do open the file in LW or DP it looks fine....but I need it to work in Max.
sadist: Now that I have changed it to a dxf file parts of the plane are not all sprawled all over place thank god......one less problem!
Lizard Head
09-07-2002, 05:26 AM
If you can get it in and are only seeing some holes, and flip normals doesn't help, THEN,, just maybe your having a problem I had a few times,,this is what I did,,, brought it in to LW and all I did was do a merge points and sealed that baby up,, exported as a .3ds. imported it in to max and viola' ... no more holes..
Adios
Lizard*
Luxo-Jr
09-07-2002, 07:38 AM
Cool....only problem is that I cant seem to load the object into LW. Cos it can only load .obj files.
Also when I go to appy a texture to say the wing for instance I cant because the there are no separate parts to the model. How would I select just the wing and apply the texture. I tried simply selecting the wing and it applied the texture to all of the model!?
Lizard Head
09-07-2002, 05:09 PM
You should have no problem bringing .OBJ and or .3ds files into LW
With a single mesh model in max to apply textures to seperate parts of the same mesh is a matter of using material ID's and mesh select modifiers for each Material ID number,
enter face sub object mode and assign a material id to that selection
,,, once you have the model all assigned with IDs you can add a mesh select modifier one for each material ID number,, then you can associate a UV modifier for each mesh select modifier, that way each sub selection of a single mesh can have its own uv cord system.
Adios
Lizard*
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