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Found 23 results

  1. Hello! I have a few questions/concerns about how the latest (1.2.30 as for now) version of 3ds max extractor works. Not 100% sure it's the right place for questions like these, but maybe someone could at least help me with the research : ) It seems that the extractor adds the "rotationQuaternion" property for every mesh, disregarding the "Export quaternions instead of Euler angles" checkbox in the scene properties window (this checkbox seems to only affect whether the "rotation" property of meshes contains non-zero values). So as BabylonJS (we use 3.3.0-beta.4) mesh parser uses "rotationQuaternion" as a priority property while parsing the .babylon files, it becomes impossible to work with the "rotation" property of a mesh. Is there a way to work around this and be able to not export "rotationQuaternion" in the .babylon files? Is it true that on every export the exporter generates new meshes/materials ids, even if the source hasn't changed? Does it mean that in the code it's better to rely on mesh/material name, rather than its id? It seems that some time ago the way the exporter generates names for texture image files has changed (for example what was "sphere_mat_metallicRoughness.jpg" became "sphere_rsphere_m.jpg"). Is it possible to control the pattern of the texture files naming somehow (just to make sure it won't change any more at some point in the future)? Thank you! Additional info: we've recently updated the 3ds max extractor plugin to version 1.2.30, the previous version that we used is unknown, but presumably it was a couple of months old.
  2. Hi there! We are migrating from ThreeJs to Babylon and we are facing a road blocking issue. Our workflow is using 3ds studio Max and the Babylon Converter, however we are testing both glb and babylon formats and still we cannot get the model to export correctly. After the export, the mesh looks as if it was incomplete. However when you move the camera the mesh completes itself and then another part of the mesh looks incomplete. It is as if the depth buffer was not on, I can see "through" the mesh, all in weird ways. I am not sure *what* is wrong. I have provided both the glb and babylon exported files. I would really appreciate if anyone can help me. If I cannot solve this, our whole project will fail, along with months of work, and we will have to stick with ThreeJs or another engine... Thank you in advance, Your help will be really really appreciated. Please help. Rod piano.glb piano.babylon
  3. Hi there and thank you everyone in advance for you reply. On 3ds max, I have a text, with an extrude modifier that creates a mesh. Strangely when I export it via the Babylon exporter plugin, the mesh becomes mirrored. Like if it was flipped (exactly as if you had seen the mesh on a mirror). Strangely the rest of the scene exports correctly. Just this mesh, is mirrored horizontally, and thus is incorrect. How to fix this so it exports correctly? Thanks in advance.
  4. mikhluz

    From 3ds Max to Webgl

    We will soon release a new product called Verge3D for Autodesk 3ds Max. Support for both Blender and 3ds Max can significantly expand the audience of 3D Web. Both versions will be compatible with each other so that you can use assets from different packages in one application. Follow the news, the release is expected very soon! Video Teaser
  5. I have used the Actions builder on an item that has literally been cloned in my scene as a copy hundreds of times. Each one at a very specific location that can not change. Right now the only way I know how to remove the action manager from the mesh is to right click > Babylon > Babylon Actions Builder and select the nodes and delete them... one at a time. Is there a Max Script I could write to do this for me? The line recorded in the MAXScript LIstener window when I access the Actions Builder UI and delete the nodes is = "actionMan.executeAction 90 "2" -- Babylon: UI graph to build custom actions on selected object" I would be happy if I could just make a selection and apply this to the selection, even if it was still one at a time, it would save tons of time. Thanks all.
  6. I have a scene in 3DS max, and in that scene are knobs that I want to rotate. When I export the scene from Max using the 2017 exporter the pivotMatrix is set to Null. Is it possible to have this info be populated upon export from Max or can you only control this via source code? Thanks in advance.
  7. Noyogi

    Import Vertex Array

    Hola! I have a collection of vertices in 3ds max that i would like to export for babylon with a few other meshes. The exporter shows an error, it likely thinks my vertices are useless. These are meant to be potential camera positions, but i am using a babylon camera and not exporting a 3ds max cam. Any suggestions are appreciated.
  8. Hi everyone. I've been looking for ways to export a mesh that has two UV map channels and a material with a composite map attached (for decals). I'd prefer if the exporter did everything but it will only export the mesh with a default gray texture. Because it doesn't seem to work I'm looking for a workaround. I'd love some ideas, preferably for 3ds to properly export what i need but not only. Vlad.
  9. Hi there, I'm trying to get a simple animation exported into Babylon. However, I've run into a problem. Here is a link to how the animation looks in 3ds max. Looks correct. http://client.elementxcreative.com/public/bjs/animation/max_rover2_index.html Here is a link to what the animation looks like in Babylon. Look to the right to see the rover. It's firing out its wheels!! http://client.elementxcreative.com/public/bjs/animation/index.html The animation keys were added directly to the bones. (I'm not sure if that's relevant or not.) Also as a sidenote, I've tried the Unity 5 exporter. It also does not export animations correctly. Any clue as to what's happening?? What steps can I take to make sure my animations come out correctly? Thanks!
  10. wongbruno

    Light problem

    I'm testing the 3ds max exporter and I have the light problem shown in the attached image. Why? There are a plane object, a teapot and a simple omni light with shadow map activated. I've tried every parameters combination between the exporter UI and the light parameters. Thanks in advance.
  11. wongbruno

    3DS MAX matches

    Hi all, I'm new and I already have some questions. First of all I must tell you that I am a 3d graphics operator and usually I always look for matches between 3ds Max and new software or 3D systems. Digita il testo o l'indirizzo di un sito web oppure traduci un documento. Annulla Visualizzazione delle traduzioni per Detto questo, mi sto approcciando a Babylon Js da pochi giorni, quindi cerco di usare 3ds max il più possibile, prima di mettere mano ai codici di programmazione o simili. Ho scaricato e installato l Traduci invece Detto questo, mi sto approcciando a Babylonjs da pochi giorni, quindi cerco di usare 3ds max il più possibile, prima di mettere mano ai codici di programmazione o simili. Ho scaricato e installato l That said, I'm approaching to Babylonjs from a few days, so I try to use 3ds max as possible, before you play around with the programming codes or something like that. I downloaded and installed the exporter for 3ds max 2016 to 2017, then I started working and good renderista'm trying to understand what are: 1 - The materials of 3ds max corresponding to the Babylonjs materials 2 - Where should I put the HDRI images to have the correct illuminzaione 3 - How to fix the position of the Arc Rotate Camera, so as to be able to orbit around the object, without being able to zoom in and out Thanks in advance.
  12. Hi, I'm having trouble installing the Babylon-Exporter for Max. I have: - Max 2013 64-bit - Max2Babylon-0.17 I've done the following: - extracted "Max2Babylon-0.17.zip" - copied the 5 dlls from the 2013-folder to \3ds Max\bin\assemblies - made sure the files are not locked by windows (Please see also my lovingly arranged screenshot I attached to this post) After starting Max I get the following error: "The assembly [...]Max2Babylon.dll encountered an error while loading. [...]" (see also the screenshot) and I don't see the Babylon-Menu or anything related. Does anyone have an idea what went wrong? Thanks, Raschko
  13. Hi! I created a pc case model in 3ds max and added light and a camera etc... I then exported it using the babylon exporter plugin but when I view it in sandbox a lot of the pieces of the case are missing. You can see from the screenshots below what it should look like and what it looks like in Sandbox. I have attached a zip file with the 3ds max file along with the materials and the .babylon file that was created. Any help would be appreciated Aaron case.zip
  14. Guys have a situation here, Just let me know where should i copy the babylonjs export files in 3ds max. 1. should i copy paste only the 5 (.dlls) from babylon exporter to 3dsmax assemblies folder ? 2. Or should i extract entire babylon zip into 3ds max assemblies Please let me know. Thanks in advance.
  15. I was wondering what other people do for there 3ds Max/Blender -> babylon.js workflows? I find that If I create a scene with multiple objects, materials & animation within 3ds max and then export to Babylon.js I will usually need to do some more work on the Babylon.js side (adjust and fine-tune material parameters, add advanced material types, minor repositioning to perfect things in the browser environment, additional animation easing and so on..). I will then re-export my using the SceneSerializer method so that it is saved using the standard format. The annoyance for me is then when I decide to swap out an object or make a change to my animation on the 3ds Max side - I then have to re-work all of the post-export modifications or dive into a huge scene.js file full of mesh vertices and animation keys to merge the two versions. Could there be a way to export from 3ds Max that will produce a folder with a main Scene.js file with references to a separate JS file for each material and each object. This would mean that the materials could be edited without hunting through a file of several megabytes, objects could be changed or added without re-exporting an entire scene and scene files which are a lot more manageable.
  16. I follow a Microsoft tutorial to show a scene that I exported from 3ds Max. The tutorial link is: https://blogs.msdn.microsoft.com/eternalcoding/2013/06/28/babylon-js-how-to-load-a-babylon-file-produced-with-blender/ The Babylon scene can be seen on the Sandbox, but not offline. Here is my page code: <!DOCTYPE html> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <title>Using babylon.js - How to load a scene</title> <script src="babylon.js"></script> <script src="hand.js"></script> <script src="cannon.js"></script> <!-- optional physics engine --> <script src="oimo.js"></script> <style> html, body { width: 100%; height: 100%; padding: 0; margin: 0; overflow: hidden; } #renderCanvas { width: 100%; height: 100%; } </style> </head> <body> <canvas id="renderCanvas"></canvas> <script> if (BABYLON.Engine.isSupported()) { var canvas = document.getElementById("renderCanvas"); var engine = new BABYLON.Engine(canvas, true); BABYLON.SceneLoader.Load("", "TestExportFrom3dsMax.babylon", engine, function (newScene) { // Wait for textures and shaders to be ready newScene.executeWhenReady(function () { // Attach camera to canvas inputs newScene.activeCamera.attachControl(canvas); // Once the scene is loaded, just register a render loop to render it engine.runRenderLoop(function() { newScene.render(); }); }); }, function (progress) { // To do: give progress feedback to user }); } </script> </body> </html> How to show the Babylon scene on web browser offline?
  17. Hello everyone, I recently stumpled over a neat way of texturing in 3ds max, using multi-level blended materials and basicly painting objects using vertexPaint, which gives some pretty awesome results and smooth transitions between textures on the same object.. But when tested and i exported a simple plane, the plane was exported with 0 vertices, 0 faces & no texture(babylon sceen looked as if nothing had been loaded). If any of the developers can fix this in the exporter, (or any ideas if perhaps it's just me who missed something for this to work correctly) I would really appreciate it, as this is such a neat and easy to use feature. Pictures:
  18. We have a character that has been rigged using CAT. Most of the animations that we have for the character plat without issue, but for some reason part of the face "slides" during some of the animations. There are bones in the face that correspond to what is sliding but we cannot find where or how this is happening in max. Here is a babylonjs playground example. focus the camera on the face and press the "P" key to see the animation. http://www.babylonjs-playground.com/#3I5MK#10 I also have the max file if it helps. It is very large though. 250+ MB http://protest.jht.com/duke/stroke/content/carl/carlLeftMCAM1.max I am not the artist for this, but both of us are at our wits end trying to figure this out. We were using three.js for this project but ported over to Babylon last week. Thanks in advance. Any help that anyone can offer would be appreciated.
  19. I am unable to keep my babylon exports to NOT auto start when they are loaded. I am exporting from Max 14. I have tried going into the babylonjs properties through right click, and I have gon into the babylon file and set autoAnimate to false. I have seen others mention that this does not happen in Blender. Is this true? Is there a fix for this?
  20. Hello everyone! My name is Matiss Sola I'm 3D Modeller/Texture artist. Please,visit my portfolio : http://bit.ly/1ywEQ0e My focus : * Create game-friendly assets by building complex lighting and shading set-ups. * Create production-quality meshes with animation-ready topology. * Produce a visually richer in-game experience by using high end tools to bake complex surface and lighting details onto texture maps or vertices. * Simulate natural lighting effects for enhanced visual quality and a more compelling game experience. Get in touch : sola.matiss@gmail.com Looking forward to talk to you and help on your project.
  21. Hi all I have a computer model in 3ds max, with the screen having a material id of 1. After 30 frames this swaps to material id 2, then 3 and so on. Creates a slideshow effect on the computer screen. All well and good, but I see this is not exported to babylonjs and thus I'd say not supported. My assumption for replicating this, is to swap out the texture map on the submesh in babylonjs?? How would I achieve this. I have the 3 screens as jpg's and also can see the submeseh in the babylon mesh object. I can also see all 4 of the sub materials are exported. My feeble attempt was something along the lines of mesh.subMeshes[0].diffuseTexture = mesh.material.subMaterials[3];I had a look at multisub objects and this, but I couldn't make light of it for my needs.
  22. Hi Guys, Been hunting around for a solution but have failed. Im trying to export a model from 3ds Max(2016) which has about 200 meshes. But even just doing 10 at a time, when I use the exporter, only say 6 will be exported. If I select 6 only 4 get exported... I suspect Ive missed something, but ive been stuck on this for some time now. I had gotten around it by exporting to FBX to blender, but that was giving me other issues wtih textures&animations. Cheers.
  23. Hello fellow developers & Babylon.js enthusiasts, I am currently attempting to export a scene from 3ds Max to .babylon format using the exporter tool. However, I am running into an strange issue during the process. I am receiving this error: "Exportation cancelled: Object reference not set to an instance of an object". I am not sure what this could refer to. During the conversion process I received a few messages stating "Mesh has too many vertices", but I don't think this would be the reason the exportation was cancelled, could it? I would appreciate any tips on what could be causing this problem. Thank you for your time!