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NELLO!!
Mitico
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Tuesday, August 21, 2012
3ds file of course will work.. also blender can import that file I think.. and blender have the plugin for the md3 exporter , can be another idea..
gigirs50 we should try...
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gigirs50
Protege
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Tuesday, August 21, 2012
of course..I downloaded Nperno..now I will try to export
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NELLO!!
Mitico
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Tuesday, August 21, 2012
o my I don't understand one tube in nperno
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NELLO!!
Mitico
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Tuesday, August 21, 2012
3ds also losed animations to me... but I've tried anyway to import in Nperno to export Brolly normal in md3.. but he lose the tags... let's practice.. .ASE
EDIT: .ASE work he will export the animations.. but I don't see tags..
for be totally sure of the next export I will select all tags, bones, model and all the frames to export in ASE file ... let's see if this time I will have all the frames and also tags.. if this will work we will be really happy gigirs50.. and I will be sure motivated to animate ..
the ase file weight so much .. for 200 frames he for 136mb..
new up .. at the start you will import in Nperno just 114 or 130 frames about, not all ,so you will click on import frames of Brolly.ase(example) many more times and you will at the end have all the frames...( NO ERROR he import always the same frames *laughing out loud* ) the prolem is still tags howewer and slam the frames.. sto BUCCHINARO.. of course is my 3dsmax to export wrong..
try with your 2012 3dsmax gigirs50 of course will export right... it's weird that I select 509 frames to export and he will export just 114... is not right.. try you too..
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Zeth
The Admin
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Tuesday, August 21, 2012
If Npherno isn't working out entirely, you could try the oldschool approach of using Q3Data.
The fact of the matter is that later versions of 3dsmax simply don't have proper MD3 import/export plugins compiled for them yet (I believe 2010 is the latest I've seen floating around). This does not mean that 3dsmax should be removed from the workflow pipeline, however. The skeleton and animation data can technically be preserved in certain formats and taken to other programs, but reusing newly created animation data between other editors becomes more complex via this route (unless you are careful).
That said what you CAN do is perform all of your work within 3dsmax normally and then when you are ready to export, save it to a format that preserves skeleton/morph/object data (like fbx) and then import it into another program like Blender for exportation to MD3.
It's sort of a roundabout way to approach it, but it should get the job done. Not only that, but having fbx, blend, and other file types for all characters on the SVN would be a wonderful thing for developers of all sorts of 3D editors.
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NELLO!!
Mitico
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Wednesday, August 22, 2012
I thought the same about blender, I'm just searching the right version with more plugins that can import files from 3dsmax with all we need... like fbx ..
for the exporter md3 in blender is no problem..
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gigirs50
Protege
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Saturday, September 29, 2012
he's coming...
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lukaszenko_PL
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Saturday, September 29, 2012
cool
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NELLO!!
Mitico
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Saturday, September 29, 2012
nice work giggin50 MS
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gigirs50
Protege
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Wednesday, October 31, 2012
The second form is fully rigged..so please..please Antychrist or another guy that can export..please..put in-game those trasformations
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son-kun275
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Thursday, November 01, 2012
I wanna know anybody's making imperfect or semiperfect cell?
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