View Full Version : from max to blender ...
12-13-2009, 04:29 PM
I am trying to export a character out of max with all its parts (shoes/coat/head/body...) at one time and import them in blender in one step, but with all tzhe parts seperated.
Is this possible? Or do I have to export each part on its own.
Everytime I have imported it, I ended up with one piece. Eaven if I use "seperate objects by objekt". In max all the parts are an editable poly itself, not just attached to one.
Would save a lot of time, if I could import it i blender in one step.
Thanks in advance for any help.
12-13-2009, 09:28 PM
Export out of max as an obj with the settings in your post, then in the import obj settings for blender you need to select Object under the 'Separate objects by OBJ'
This will then keep all the objects in max as separate objects in blender.
12-13-2009, 11:54 PM
thanks for your help.
you are right. Normaly this should work, but not in tis case. I dont know why.
To be save, I created a new file, just for checking.
2 cubes as editable poly. Exported in Max as an obj. Imported back in to max, everything works like it should. Imported in blender, with this option of "seperate by objects" ... does not work :o(
Is there a way, to select an element in polymode and seperate this element from the object?
If I have to seperate everything manualy, even for 60 pieces, I am afraid it will be faster, than to search for the mistace, what causes my import problem.
Thanks in advance
12-14-2009, 02:07 AM
If you mean separate a mesh into two or more meshes, you can do this by selecting vertices, edges, or faces in Edit Mode and press "p". You can then choose to separate selected.
As for the importing, have you thought of importing the separate objects one at a time in different BLEND files, and then appending them together so that they all get copied into one Blender file but retain their separate natures?
12-14-2009, 09:52 AM
hm... I will try to explane. For example you create a hand with fingernails. To use one texture for all together (hand and fingernails) I would attache the nails to the hand and do the unwrapping layout. So now the hand and all the nails are one editable poly. In Max you can pick an entire part of the poly, here one fingernail, and transform it without transform the hand. I guess max reads the "endedges" to clarify the part. If i had to grab each vertex of the nail, to move it for example, I must pick them very carefully, not to pick accidently a vertex of the hand. And if you model high poly, you have to pick both sides of the nail.
I got the import done. The only thing you need to import the object in seperate parts is you must activate OBJECT und GROUP together.
12-14-2009, 01:33 PM
If you hover your mouse over the nail and press 'L' for linked vertices it should select just the nail. I'm not sure if that's what you mean, assuming that you haven't welded any parts of the nail to the hand only combined them.
There is also a little cube icon in the header (2.49) next to the transform icons that will activate selection for visible faces only. I think the icon has change to two planes in 2.5 alpha
12-14-2009, 10:30 PM
Thanks a lot.
12-14-2009, 10:30 PM
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