3Ds Max Meshes into UT

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'Zac
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3Ds Max Meshes into UT

Post by 'Zac » Thu Jul 31, 2014 8:41 pm

I use 3Ds Max to model meshes and assets for the UDK and I know how to use the program very well for 3D work (not animation) and there's no way to export any models into a .3D file for UT, the closest you can get to is a .3DS file. I use the WOTgreatExporter sometimes and it exports some of the models into .3DS files, but I researched this and said only .3D files.

Are there any plugins or programs that can convert any models or assets to UT usable .3D file? Would be great to create some gun or skin models in the future.
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Re: 3Ds Max Meshes into UT

Post by Saya-chan » Thu Jul 31, 2014 9:00 pm

If you're on 3dsmax, I think you could use ActorX.
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Re: 3Ds Max Meshes into UT

Post by 'Zac » Thu Jul 31, 2014 9:55 pm

Ok I'll give that try, thought that was for exporting animations and custom collisions.
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Re: 3Ds Max Meshes into UT

Post by 'Zac » Mon Aug 04, 2014 8:43 pm

Thanks for the help guys, but I can manage to almost all of the 3D files in Cinema 4D.
However, are the animation created like this? Or is this a bug or weird thing left behind from 3ds and 3d files?
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Re: 3Ds Max Meshes into UT

Post by Hellkeeper » Mon Aug 04, 2014 9:08 pm

Looks normal. AFAIK, mesh animations in Unreal are created by having all the frames savec under successive names in a single scene. The game then morphs vertices from one "frame" to the next to make the animation.
You must construct additional pylons.

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Re: 3Ds Max Meshes into UT

Post by 'Zac » Mon Aug 04, 2014 9:38 pm

Hellkeeper wrote:Looks normal. AFAIK, mesh animations in Unreal are created by having all the frames savec under successive names in a single scene. The game then morphs vertices from one "frame" to the next to make the animation.
Ok thanks for clearing that up :)
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Re: 3Ds Max Meshes into UT

Post by Torax » Mon Aug 04, 2014 11:00 pm

Old, hilarious, vertex animation. I "loooove" it :D
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Re: 3Ds Max Meshes into UT

Post by Saya-chan » Tue Aug 05, 2014 10:45 am

Hey, at least it's efficient and interpreting the mesh files is dirt cheap. :V
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Re: 3Ds Max Meshes into UT

Post by papercoffee » Tue Aug 05, 2014 1:00 pm

But I heard ...manipulating the vertex animation afterwards is impossible or complicated as hell.

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Re: 3Ds Max Meshes into UT

Post by Spectra » Tue Aug 05, 2014 1:19 pm

Maybe this video can tell you how to import 3DS Mesh to UT, but you will to download it.
http://ut-files.com/index.php?dir=Tutor ... o%20UT.rar

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Re: 3Ds Max Meshes into UT

Post by papercoffee » Tue Aug 05, 2014 2:37 pm

Hellkeeper wrote:Looks normal. AFAIK, mesh animations in Unreal are created by having all the frames savec under successive names in a single scene. The game then morphs vertices from one "frame" to the next to make the animation.
Ok, now I understand better why some earlier games have those wobbly animations.
King Pin LoC is the best example ...everything, with the exception of bsp based map structure, is wobbling ...even the FPV weapons.

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Re: 3Ds Max Meshes into UT

Post by Hellkeeper » Tue Aug 05, 2014 3:09 pm

papercoffee wrote:
Hellkeeper wrote:Looks normal. AFAIK, mesh animations in Unreal are created by having all the frames savec under successive names in a single scene. The game then morphs vertices from one "frame" to the next to make the animation.
Ok, now I understand better why some earlier games have those wobbly animations.
King Pin LoC is the best example ...everything, with the exception of bsp based map structure, is wobbling ...even the FPV weapons.
It also depends on the renderer I find. Basically, the engine goes from one frame to the other, and so he translates vertices to the next position in the anim, which means it might look weird and the polygon might indeed be altered quite a lot between its starting and its end position. Some renderers seem to do a better job at this than others.
You must construct additional pylons.

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Re: 3Ds Max Meshes into UT

Post by Saya-chan » Tue Aug 05, 2014 10:04 pm

Actually, the wobbliness is due to the loss of precision when packing vectors. Vertex meshes on UT have the X, Y and Z coordinates of vertices squeezed into 11, 11 and 10 bits, respectively.
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Re: 3Ds Max Meshes into UT

Post by Hellkeeper » Wed Aug 06, 2014 12:55 pm

Ah, thanks for the explanation! :)
You must construct additional pylons.

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