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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Jul 20, 2018 10:02:46 GMT 10
I recently had a conversation with @mrgamer about the wunderboy SMD pluggins. He was nice enough to get me pointed in the right direction for downloading the pluggins for 3dsMax: SMD IMPORTER: www.wunderboy.org/downloads/3dsmax_smd_importer_v1-1-zip/SMD EXPORTER: www.wunderboy.org/downloads/3dsmax_smd_exporter_v1-7-zip/@mrgamer went on to say: " the problem of you import a smd to 3ds max, you have to configure the patch for 3ds max to load the smd textures, another metadata to apply the texture, you would go to edit mesh and select element and you select each of your part of model and dragging the texture to it, this part is very time consuming". So what I'm wondering now is, how do we get our textures to load when we import a mesh? Can this be done automatically or do we have to drag and drop textures on tho the meshes? Perhaps @mrgamer you could tell us which of these settings you have applied for importing and exporting? IMPORTINGEXPORTING
(how do we export meshes without turning them into unwanted bones)?? Cheers!
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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Jul 20, 2018 10:18:08 GMT 10
perhaps also @mrgamer you could post a link to your video tutorial on working with SMD models in 3dsMax here for us? I am having an issue where the SMD that is imported with these pluggins seems to change the base orientation. As you can see in the photo below there are 2 sets of the same model em39_001.smd- the top model is the one directly imported into MilkShape3D - the bottom model is the one imported into 3dsMax with the Wunderboy pluggins, and then exported to SMD using the Winderboy pluggins. As you can see, the base orientation is different if we use the Wunderboy pluggins. Is there a way to preserve the original base orientation when importing into 3DsMax? It seems there are not a lot of import options. EDIT - this did not happen with a different model I was trying to mod ..not sure why.. I will keep testing for this problem. Cheers!
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Post by Deleted on Jul 20, 2018 11:37:52 GMT 10
I'm going to make a quick video of how to export the SMD files, if you can wait I thank you very much.
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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Jul 20, 2018 12:47:35 GMT 10
I'm going to make a quick video of how to export the SMD files, if you can wait I thank you very much. thanks man. Please include importing if you can.. Cheers!
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Post by Deleted on Jul 20, 2018 15:22:08 GMT 10
Answering your question:
After setting the path, your smd files could load the textures normally, the other metadata I mentioned, would be if you want to modify a texture or replace the texture if it has another name.
the settings I use are the same plugin defaults, you do not have to modify anything.
before exporting the model you should select the body of it and then select all the rest as bones, so I export "I select the model and then use CTRL+A" and export the selected file, if you are to export the model without selecting Errors like that happen, I believe so.
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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Jul 20, 2018 16:59:13 GMT 10
excellent. i look forward to trying this.. i will let you know how it works
all the best brother!
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Post by Deleted on Jul 20, 2018 17:05:13 GMT 10
Okay, any doubt, if I know, I'll respond.
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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Jul 21, 2018 3:55:04 GMT 10
ok thanks for doing this but I am still having issues with the exported bones. When I export a model using the Wunderboy SMD pluggins there are extra bones that get created out of the meshes. These bones get named after the mesh names. As a thank you for helping me (and other who might read this), I have something to show you as well.. its a great 3DsMax script that allows us to detach all polygons based on their material IDs, so you will not have to select polygons the way you did in your video anymore. This script has saved me a lot of time when working on models: www.scriptspot.com/3ds-max/scripts/detach-by-material-idTo use this script, simply select the entire model and run this script. It will separate the entire model into layers based on which texture they use. Cheers
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Post by Deleted on Jul 22, 2018 7:42:55 GMT 10
Ahh this script is very interesting, I liked it, the only extra bones I get is "smdimport" nothing more, it will not affect anything, but you can delete it in 3ds max and then export your model.
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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Jul 22, 2018 9:25:58 GMT 10
Ahh this script is very interesting, I liked it, the only extra bones I get is "smdimport" nothing more, it will not affect anything, but you can delete it in 3ds max and then export your model. Hmm I don't know why but every time I export a model in SMD using the Winderbiy plugin it exports the mesh as bone. I'd like to figure this out because Milkshape is horrible to work with. 😩
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Post by Deleted on Jul 22, 2018 9:37:09 GMT 10
you can make a video about this?
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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Jul 22, 2018 10:42:06 GMT 10
you can make a video about this? Yes I will do this later tonight. Thanks
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gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Jul 22, 2018 18:31:36 GMT 10
ok @mrgamer here is the video. YOu can see that it adds an unwanted bone
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Post by Deleted on Jul 22, 2018 22:19:31 GMT 10
Oh yes, this bone will not interfere with anything else, you have to export the selected file is safer but the bone will still appear, but if you want to remove the bone, just delete it in the 3ds max itself or delete it a notepad ++ see how simple it is: Another thing when you convert smd with that extra bone to "bin" will not affect anything in the game. In fact this helped me to create new hands for the RE4, every time I tried to create new hands, they became static, after I imported the SMD in 3ds max and I exported and converted to "bin" with that extra bone I was able to solve this problem on here: Converted with not extra bone, not fixed hands Converted with extra bone, fixed new hands
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✫Advanced Coder✫
gridning hard working on a fan game - Resident Evil Remix
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Post by Mr.Curious on Jul 23, 2018 3:32:46 GMT 10
@mrgamer you are an incredible help so first let me say thank you for taking the time to help me and those modders who might be helped by reading this in the future.
Good news that the extra bones don't matter as you pointed out. I tested it and it seems to work =)
The only issue I am having now is that when importing an SMD into 3DSMAX the model remains in one mesh and not separated by material ID like we see in MilkShape3D. While The 'Separate by ID'script for 3dsMax (the one I linked above) seems to work in separating the materials, the Wunderboy script does not import the materials names so, again, we have to reassign all the textures manually create a new MTL file (I have not tested this yet, but assume this would work).
cHEERS
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