PDA

View Full Version : Using .MAX character model in 3d engine


Jericho
01-09-2003, 09:34 AM
Hi there!
I created a character model for a 3d game engine.
The character has a few animation sequences such as
jumping, walking, shooting, waving, etc.
Now I need a proper file format wich contains the mesh, the texture and the animation-sequences.

I learned that for this use many choose the .mdl , .md2, .md3, or .X format.

I tried to export a max file into the above formats using milkshape or max plugins; i either found the mesh crippled or had no animations. The exported .mdl, wich had ONE animation had no texture anymore.

I'm totally bamboozled.

Is there anybody out there experienced with this?
Has anybody done things like that before?

I need good advise from trained professionals! ;)

Thanks in advance,
Jericho.

Rice ManX
01-09-2003, 05:04 PM
Hi, i know that max 5 has the ability to do Texture baking, i also know those are all game formats except for x wich is DirectX model format i think, have you tried finding a plugin that is supposed to export it all. I also beleive the game engine itself applies the texture, you simply want to make sure you have the right uv's and the texture bitmap. for example, you would export the mesh and the animation with the uv's on it, and put the texture in the same file as the mesh, name it 02ivt or somthing i dunno. But make sure you find a plugin that supports exporting max animation and its models. I do know if you use Right Hemisphere's viewing program (forget what its called) it can export your model to any format imaginable. Hope that helps.

CGTalk Moderation
01-14-2006, 03:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.