iM currently using 3ds max 2010… but my file wont export to md5 properly… the mesh is exporting, but my animation does not export…
also, is there or are there any tutorial for md5 not biased to blender?
yes here it is:
- don't use MD5, it just doesn't work out in the end in this artist pipeline
- use Ogre XML format instead with this 3ds max exporter that works like a charm: http://www.orgremax.com
EDIT: That is if you have the opportunity to switch to another format.
Hmm,…no clue about 3ds. Did you try this exporter?
http://www.katsbits.com/tools/#md5
Otherwise I couldn't agree more to switch to ogre (but
acutally I don't know the exporter either )
I'd have to agree with these guy and say go with ogre, I still use md5 with no issues but the loaders are old and unmaintained and exporters are equally old and I would imagine have started falling into some level of dis-repair, switched from max to blender exclusively many years now, so never kept up with the max exporter news
my problem is, it doesnt export properly… i cant see any mesh.xml on my files, just .mesh… i cant seem any xml files… just .mesh .skeleton .scene … so i really dont have a clue on what iM doing exporting my .max files to ogre files…
Hmm,…that are the 'compiled'-versions. There is for sure a way to export as .xml.mesh as well! Maybe you
can choose that in the export-dialog!?
You have to convert them from binary to XML. I think this would be an excellent feature for jMP if it could do that automatically to import binary Ogre3D files by using the OgreXMLConverter.
That would really a nice feature…
btw: have a look here:
http://www.ogremax.com/node/156
There seems to be something like a xml-option…
In the OgreMax toolbar in 3DS, go to Scene Settings -> Meshes, and check "Export .xml files" instead of "Export binary files." You need to do this each time you load a file. I'm also using 3DS Max, although I have problems with flipped normals.
kidneytrader said:
I'm also using 3DS Max, although I have problems with flipped normals.
flip them do they are correct? ;)
dhdd said:
flip them do they are correct? ;)
They ARE correct, in 3DS. Once I export them, I can't identify any recurring pattern and I don't know how to fix them anyway.
kidneytrader said:
They ARE correct, in 3DS. Once I export them, I can't identify any recurring pattern and I don't know how to fix them anyway.
I had something similar once in 3ds max AND maya. Normally when you enable to see normals its face normals, not vertex normals. So what can happen is the face normals are correct and the vertex normals are not correct (and ogremax exports the vertex normals).
So, do the normals start in the center of the triangles/faces in 3ds max? if so you have to switch to vertex normals and take a look at those.
I stopped using 3ds Max 2010 for animation and exporting… iM using 3ds max 8 now… since there are no good enough exporting tools that jME can support… but I do use it for .obj files…
I use MD3 now… Maybe later iLL try to learn how to use ogre…
I'm not sure if it will work for you, but I found a method that seems to work well for me. I model and UV map in 3ds 2011, then export to .obj into Blender for animation and use the ogre exporter for Blender when I'm done. It seems to work fine, and I get to use 3ds's modeling tools with Blender's weight painting tools.