3Ds Max Meshes into UT
3Ds Max Meshes into UT
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.
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.
- Saya-chan
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Re: 3Ds Max Meshes into UT
If you're on 3dsmax, I think you could use ActorX.
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Re: 3Ds Max Meshes into UT
Ok I'll give that try, thought that was for exporting animations and custom collisions.
Thanks Saya-Chan
Thanks Saya-Chan
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Re: 3Ds Max Meshes into UT
A couple of converter options
http://darendash.home.comcast.net/~dare ... orter.html
http://darendash.home.comcast.net/~dare ... erter.html
http://mirex.mypage.sk/index.php?selected=1
http://darendash.home.comcast.net/~dare ... orter.html
http://darendash.home.comcast.net/~dare ... erter.html
http://mirex.mypage.sk/index.php?selected=1
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Re: 3Ds Max Meshes into UT
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?
(attached file )
However, are the animation created like this? Or is this a bug or weird thing left behind from 3ds and 3d files?
(attached file )
- Hellkeeper
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Re: 3Ds Max Meshes into UT
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.
Re: 3Ds Max Meshes into UT
Ok thanks for clearing that upHellkeeper 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.
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Re: 3Ds Max Meshes into UT
Old, hilarious, vertex animation. I "loooove" it
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Re: 3Ds Max Meshes into UT
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
But I heard ...manipulating the vertex animation afterwards is impossible or complicated as hell.
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Re: 3Ds Max Meshes into UT
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
http://ut-files.com/index.php?dir=Tutor ... o%20UT.rar
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Re: 3Ds Max Meshes into UT
Ok, now I understand better why some earlier games have those wobbly animations.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.
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
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.papercoffee wrote:Ok, now I understand better why some earlier games have those wobbly animations.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.
King Pin LoC is the best example ...everything, with the exception of bsp based map structure, is wobbling ...even the FPV weapons.
You must construct additional pylons.
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Re: 3Ds Max Meshes into UT
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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