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Drendal
(Disciple)
02/18/03 04:46 AM
3D Studio Max Answers Thread  

Ok-Well, I decided that there are far too many simple questions about Max that go unanswered. So I am starting this answers thread. Hopefully you will be able to find the answer to your query here, and maybe it would even become a sticky. This will be an ever growing thread, I'll try to cover issues as I come to them.

-----TEXTURING------

First thing you need to do is go to the downloads section on the main page. http://elderscrolls.com and download the nif exporter for morrowind. This will give you the nif exporter and the tes shader. Install those according to the readme file.

You'll also need a plugin called texporter. it can be found here : http://www.cuneytozdas.com/software/

Ok. Open your file in max. You have your object. You need to basically unwrap the faces of the object so that you can lay a texture across it. Because textures are flat, and meshes aren't. So you basically have to flatten out the mesh so you can put a texture on it.

You will unwrap your mesh using a modifier called unwrap uvw. Add that modifier to your mesh. In the modifier menu, under the Parameters roll out, you will see 4 buttons. Edit, Reset UVW's, Save, and Load. Edit will be the one we are primarily working with. I also sometimes find myself using reset.

Click the edit button. You will most likely see a bunch of lines that vaguely represent your mesh. You can close that now, that was just for viewing what it did.

If your mesh isnt an editable poly or editable mesh, convert it to one.

Using the select face function of the Unwrap UVW modifier. (click the plus sign on Unwrap UVW in the modifier stack, then click on Select Face) select faces that will go together other texture. Once you have them selected, you can click that Edit button again, now you should see a flat representation of those faces you selected. You can scale them and place them in their own little section in that blue square.

Ok, now do it again with another set of faces, stuff like legs, and arms. Legs can usually use the same texture for both, so the faces can be put on top of each other in the uvw. Same with arms. Anything that will have the same texture can be placed on top of each other in the uvw.

Continue selecting faces and unwrapping until you're all finished. This is where texporter comes in. Open up texporter in your utilities menu (the hammer) and set the output size to something square like 512x512 or 256x256. Then click pick object and pick your object. This will create a colorful representation of your unwrapped uvw. Now you can save this file.

Take this file into your favorite image editing program, I prefer photoshop. And make your texture. Paint the faces for the face like a face, paint the faces for the arm like an arm. Etc.

Then save this file as a targa...(or dds if you have the plugin which can be found at elderscrolls.com) into your textures folder.

Open Max again. Press M, this brings up your material editor. An essential tool to max.

Under the shader basic parameters rollout. You'll see a pulldown menu that says blinn. Pull it down and select the TES Shader.

Now under the TES shader rollout, look for diffuse, which has a little gray box next to it and a small square button. Press the button. This brings up a list of material types. Find bitmap and double click. Search through and find your texture that you made. Click ok. Now drag and drop the texture from the material editor onto your mesh.

Close the material editor. Hit F9, this does a quickrender, if everything went well, your mesh should be textured as you wanted it.



----THE SECRET OF THE BIPED-----

Here is another Direct Excerpt. This one from the Existing animation with MAX models (shirts, armour, robes, etc.) ~ Solved! thread.

First off, you're going to have to learn a little bit about Biped and Physique. Instead of going through a long discussion of how this works, I'm going to give you a link to a non-Morrowind Tutorial so you can brush up on the terminoligy and proceedures.

http://www.planetquake.com/polycount/cottages/zedaxis/learn/cstut01.htm

So, let's say you've made this new breastplate for your armour, but it looks funny on the character because it doesn't bend or twist like the other armour does.

1) Open up your max file (or create a new mesh) and attach all of your mesh pieces into one monolithic model. It may be possible to do this with separate meshes (which you add physique to separately), but I had problems with this. Give it a try, if you'd like, and report any successes/failures below. Remember that you'll have to add physique separately to each object if you do.

2) Create a new Biped object 128 max units tall. Change the spine seqments to 3 (from 4). The finger segments need to change as well, but I haven't tested the number. I've read from another poster that you need 2 fingers with 3 sements for 3rd person views and 5 fingers with 3 segments for 1st person views, but other than that, I think everything is default. If you want to use tail animations, I believe they are 3 segments.

3) Put the Biped object (Bip01) into figure mode and align it to origin. You need to move the small diamond shape to just below center. I've found that it works best around halfway between 0,0,0 and the grid mark just below. Be sure to follow the tutorial above on how to move and adjust the Biped... if you do it wrong, it can cause things to not work right.

4) Resize and align your mesh to the proper biped body parts. You can also move the biped limbs and such to better fit your model, if necessary. Basically, make sure things line up well.

5) This step is differnt than the tutorials you'll read about physique. Link your mesh to Bip01 (the biped object). There is a link button (looks like three chain links) in the upper left of the toolbar. Just click your mesh and drag to the diamond on the Biped. Your mesh will become a child object to Bip01.

6) Hide unused bones.

7) Add the Physique modifier to your mesh and attach it to the Biped object. In the dialog box, it's best to choose Rigid and No Blending.

8) Tweak your vertex weighting as it shows you in the tutorial. Only use the Green, Rigid type. You should see your mesh bend with the Biped model.

9) Export with the TES Exporter.

A few things I've noticed:

*Sometimes, when you select vertex under Physique, you don't get any vertex crosses. I've tried unhiding, etc., but nothing worked. It kept me from using the model properly, so I had to fix it or trash the model and start over. In the end, I created a copy of the model and that worked. Don't know why it happened, though...

*If you want to readjust your mesh vertices *after* you've applied Physique, then your going to have to delete Physique first. If you've spent a lot of time tweaking the weighting and aren't planning to *add* vertces, then simply save out a .phy file (disk at the top of the physique rollout), delete Physique, adjust your vertices, reapply Physique and reload your .phy file.

*If you want to *MOVE* your mesh after you've linked it to the Biped, you're going to have to *UNLINK* first. Before you unlink, you should probably delete Physique as well.

*You can attach vertices to any bone, not just the ones for the particular body part you're woking with.

*I tried to do multiple body parts in one max file with the hopes of hiding the models I didn't need when I saved... this didn't work. You're going to need to delete unneeded meshes before you export.

Have fun and happy modding!

-MD



---MODEL CREATION/EXPORTING-------

Modelling:

Ok, you hear a lot of talk about poly counts, and games suffering because of them. A good number of polys to shoot for on a weapon is about 500. That could be a little prohibiting, but that way, if you go over, you still have plenty of room before you get absurd, and if you dont go over, you're an efficient modeller. And dont underestimate the power of textures, a low poly mesh can be made exquisite with a detailed texture.

OK, so you've got your nice mesh, but it has lots of modifiers on it, which is not preferable for exporting(though it probably wont really mess ya up) So save your file. Then on your modifier stack, right click the top modifier and click collapse all. This will flatten all the modifiers into a simple editable mesh or editable poly.

Now, there are a ton of questions about allignment, and getting things to fit in morrowind, so I will try to cover this as in-depth as possible.

Scaling, Allignment, and Placement:

First thing you need to do is position the pivot so that the character will hold it correctly. To do this: click the hierarchy tab, the button looks sorta like a little 3 piece flow chart. Using the affect pivot only button, move your pivot so that it resides where the players hand should be. For two handed weapons, I believe it is placed in the center between where the two hands reside.

After you place the pivot, apply an xform modifier, this will allow you to properly scale, rotate and place the mesh.

As for placement, the mesh should be centered at 0,0,0. Since you placed your pivot already, it should place correctly by typing those values in. Using the top view. The head, or top of the weapon should be facing towards the top of your monitor, and the blade should be facing right(if it has a blade)

You will also need to scale your weapon appropriatly. Many a laugh have come from wielding gigantic building sized knifes. A typical morrowind npc is 128 max units tall. So you can judge the size of your weapon based upon that. Use the scale tool on the xform gizmo to properly scale your mesh down to the correct size in max units.

Once you are pleased with the size, collapse the mod stack again for a cleaner export.

A lot of the above relies on trial and error. So be patient when working, and try it a few times if it means it will be better.

Exporting:
You'll need the nif exporter I mentioned back in the texture tut, or the freedom force exporter for this.

Once your mesh is placed and scaled appropriatly, click file, and go down to export. Find the location you want to export to and scroll down in the export as menu to .NIF. Name your file and click save. This brings up the export box. There are lots of little details you can edit here. Some will be important when working with animation, but for most purposes, the default settings will do just fine. Once you've decided on settings click export. This will bring up the exort status window, which , for most normal statics and such, will just say export successful. You can then open the Construction set and set up an object using your mesh.

Special Modelling
Ok, there are a few types of special modelling that should be addressed. The first of these being no collision models.

Say you have a mesh that you want the player to be able to walk through. Maybe a waterfall or something. You have to turn off the collision for that mesh in max.

To do this, you create a box, or plane, I think any object will work, but I always use a box. In max, name that box "NoCollision" sans the quotes. I've heard that the nocol box wont show up, but I always hide mine anyway, just to be safe. When you export, you should see a message that says something like "NoCollision Object found at level 1" or something like that. That is how to make a no collision box.

Now, building on that, say you want to have a mesh that is nocollsion, but you want a piece of it to have collision. Use the above technnique to make the mesh nocollsion then You take the piece that you want to have collision and name it "Collision" sans the quotes. I'm pretty sure you can do this with more than one object in a mesh. You will get a message saying something like "Collsion object found" when you export.

Ok, now for some particle effects. I took this straight from the animation how-to thread. Cos its really good info and there is no use in me trying to explain it.

1. Creating the Material

- use the Blinn Shader
- add a bitmap to the diffuse map
- the bitmap should be:
- 32bit TGA, probably not bigger than 32x32 (even 16x16 is good for particles)
- TGA should have a pregenerated alpha channel
- the alpha channel set up in whatever art program should be black for transparent parts and white for solid parts or grays for translucent parts
- go to the opacity map and click on the button to add a map- but on the side bar switch from 'new' to 'editor' - find your diffuse map and select that. Tell MAX that this is an instance when asked
- if desired click on the checkered cube to tell MAX that you wish to see the texture in the viewport (note that transparencies don't usually show up in your viewport)


2. Creating a particle model

- create a plane, length and width of 1, 1 length and 1 width segments
- check generate mapping coordinates
- convert to a edit poly or edit mesh
- go to polygon subobject selection mod, select the poly, hold shift and rotate 180 degrees, say you are cloning to an element, exit poly mode
- apply the particle texture to your new object

3. Creating the Particle System

- create either a Blizzard or a Superspray particle
- Blizzard creates its particles from a 2 dimensional square
- the particles for Blizzard will 'fall' from a square
- Superspray creates its particles from a 1 dimensional point
- the particles for superspray will originate from your point creating either a 1D stream or by changing options it will spread out from this point in space
- apply the particle texture you made to your new particle system
- under particle type pick 'use instanced geometery', then find the pick object button, then select the particle you made
- under viewport settings (basic settings) for your particle change particles displayed to 100% and change it so it shows meshes in the viewport (this is a good way of keeping your particles toned down - if it really chokes your system then you're probably using too many particles for in-game purposes
- note that many options in MAX particle systems are ignored by the game including spin and rotate settings - particles seem to always face you in MAX and are always squares (the alpha channel transparency is what gives your particle a non square shape)
- settings you probably want to pay attention to:
- particle size. Now that your particle is a copy of that 1x1 plane you made you will have a good idea of how big it will be in Morrowind. A particle of size 1 is a tiny drop, a particle of size 128 would cover a person
- use rate - this determines how many particles are created - avoid numbers higher than 5 or so (but expirement) The amount of particles on screen at once results from this plus how long particles last
- Emit Start/Stop - what frame the particles start and stop at. Morrowind seems to like to play the particles in an infinite loop though, so in MAX you will see particles created for the space of time then disappear. Morrowind will do this over and over
- life - how long a particle lasts for - a value of 1 will cause particles to be huddle around the point of origin, disappearing quickly larger values allow the particles to expand out
- speed - how fast these particles spread out - very slow particles with very long lives create a dense particle field. Higher speeds will spread the particles out faster
- many places have a 'variation' variable - if you set this to like 50% then the values will vary by that much - adds to randomness and realism when used correctly and appropriately

4. Adding MAXProperties to your particle system

- select your particle system
- go to the utilities tab
- click on 'more' find the MAXProperties in the list and select that
- click on 'add' and select 'Zmode10='
- click on 'add' and select 'animated', check the BOOL box
- click on 'add' and select 'follow' check the BOOL box if you want the particles to use 'follow' or leave it unchecked
- particles that follow always stay with the particle system - so if you have a flaming sword it stays clustered around the sword
- particles that don't follow are 'on their own' once they are generated. A sword generating non-following smoke particles would leave a trail of smoke

5. Exporting

- hide your particle model (the little square you made)
- using the latest offical TES Exporter, export will default options...
- add your particle object art file in TES:CK, go into Morrowind and view your creation

6. Misc
- you can have more than one particle system at a time
- don't go too crazy with particles, try and keep the numbers of particles down
- much off the 'special' effect comes from how you design your .TGA
- under your particle material, in material editor - try setting the 'self illumination' value to something other than zero - at 100 the particle will glow at full intensity, at 10 the particle will glow dimly
- expirement a lot!
- using this method you will get a rough idea when you render in MAX how your particle system will look - however it will not be exactly the same in Morrowind!
- TES:CK can show the particles in some cases in the preview window, but they won't animate unless they are part of an animated object


and some corrections that Vilkacis Made:

Material


Use the TES Shader
You can use *.dds files as well
Apply your particle bitmap as Base map
For the fade effect apply a Particle Age map for Particle Color and Opacity in the maps rollout
Check Standard under Transparency Modes
Choose pure white as emmitance color


Particle System

No instanced geometry is needed
Pick Facing under particle type





---ANIMATION----

Staright From Rhedd's site, how to animate heads for morrowind.

ANIMATING FACES:

Animating faces in Morrowind is actually quite easy, all things considered. This little tutorial doesn't cover the complexities of 3DS Max, just the necessary steps to animating a face. I use Max 4.2, but this should work pretty much the same way in any version.

Step 1:
Build your face! It’s not in the scope this tutorial to explain how to do that. Make sure to build a basic inside to the mouth and teeth. Also put enough detail into the eyelids to allow for blinking. The head shouldn't need ears, since these come with the hairpieces. Make sure it’s completely finished and mapped before moving on. Try it out in-game first to make sure you like it.

Note: You’ll have to experiment with the size and shape of your first head, but I can help you out with where the pivotpoint should be. [Affect Pivot Only-Center to Object], then position the model at 0x, 0.715y, 52.122z. This centerpoint has worked fine for me so far. Make sure you [Affect Pivot Only-Align to World].

The same holds true for hair models, by the way. Just position them on your head and set their pivotpoint to the same coordinates.

Step 2:
Make two clones of your COMPLETED head. Name one of them something having to do with blinking. Give the other a name like “talking”. Edit the mesh of each of these models so that one has its eyes closed in a blink and the other has its mouth open as if talking. This is all the modeling that’s necessary. They should look something like this:





Step 3:
Now select your original head and apply a [Morpher] modifier to it. Load the talking head mesh into a morph channel, and the blinking head into another.

Step 4:
Now for the animation. The total animation should be set to 30 frames in length at 15 frames per second. The talk animation is going to run from frame 0 to 20, and the blink from 21 to 30. The eyes will be closed by frame 25 and open again by frame 30.

Adjust the morph sliders so that the talking morph is 0% at frame 0 and 100% at frame 20. Make sure it goes immediately back to 0% at frame 21 and STAYS that way for the rest of the animation.

Using the [Track View], you’ll need to adjust the [in] and [out] settings on each keyframe so that the mouth animation tension is a straight line from frame 0 to 20, then broken leaving frame 20.

Now set the blinking morph slider so that the eyes don’t move until frame 20, then 100% closed at frame 25, and completely open again on frame 30.

To get the blink timing exactly like the Bethesda models, the [in] and [out] settings for the keyframes is a bit more complicated. Just set them up so that the eyes are closed as long as possible. i.e.: frame 20 in=broken, out=fast ramp. Frame 25 in=slow ramp, out=slow ramp. Frame 30 in=fast ramp, out=broken.

It sounds more complicated than it is, and if you don’t understand the whole keyframe tension thing it won’t make a huge difference as long as the mouth opens from frames 0-20, snaps closed on frame 21, and the eyes close from 21-25 and open again from 26-30.

Step 5:
Open up the [Track View] and add a [Note Track] to the animated head model. You’ll need to add the following notes. The note should say exactly what’s in red below:
Frame 0 Talk: Start The mouth should be closed.
Frame 20 Talk: Stop The mouth should be fully open.
Frame 21 Blink: Start The eyes should be open and the mouth CLOSED.
Frame 30 Blink: Sto p The eyes should be open again.

Step 6:
That’s pretty much it! Now just select the animated head and [Export Selected] into Morrowind. Don’t export the two morph target heads, just the fully animated one.

Step 7:
Set up your new head as a body part in the editor and have fun!




To tell the truth, I would be stupid to restate all the good info that can be found in threads around here, but I can link them from here.

http://www.elderscrolls.com/ubbthreads/showflat.php?Cat=&Board=tesconstsethelp&Number=669347&page=&view=&sb=&o=&vc=1

http://www.elderscrolls.com/ubbthreads/showflat.php?Cat=&Board=tesconstsethelp&Number=749001&page=&view=&sb=&o=&fpart=all&vc=1


and a good physique tutorial:
http://www.planetquake.com/polycount/cottages/zedaxis/learn/cstut01.htm


Ok, that's all I have in me for tonight, I will add more as i think of it/come across it. Hope you found your answer. --Drendal.



_________________
Wizard Alliance Team Member

http://wizards-islands.com

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Wookiee21
(Novice)
02/18/03 05:47 AM
Re: 3D Studio Max Answers Thread [re: Drendal] 

That was Awsome thank you verry much

File
Save As
3dsmax.txt

hehe

only problem i dont have 3dsmax and its expensive

but cudos for the info i might be able to do some up at the uni now

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notstan
(Layman)
02/18/03 09:58 AM
Re: 3D Studio Max Answers Thread [re: Wookiee21] 

not to rain on your parade, since that was alot of work and well appreciated, but there are a couple of things needing mentioning.
you dont NEED to use the TES shader. you can use the default max shaders. the only thing the TES shader really does better is create a nice fade out for particles. which brings me to the second part

you can use either blizzard, snow, spray or superspray (check the ni white pages). since the emitter doesnt render it doesnt matter what size the it is. also be sure to set it to loop in the parameter out of range settings found in the track view editor otherwise it will play once only, usually before you see it happening.

oh, and if you are a student you can get max 5.0 for 500USD from journeyed.com

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Drendal
(Disciple)
02/18/03 12:02 PM
Re: 3D Studio Max Answers Thread [re: notstan] 

Well, you aren't raining on my parade. This thread is all about answers. So now there is added information. Its not just for me to present. Anyone who has useful information should post it, as long as it is valid. The reason I mentioned using the TES Shader, is because sometimes with some of the other shaders, such as Blinn, very crazy things can happen, such as an extremely bright side of a mesh, and an extremely dark side.

But it is true that the other shaders will work.

I also typed that thread very late last night, actually early this morning. So please ignore any spelling mistakes and feel free to correct me.

_________________
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http://wizards-islands.com

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M@STeRmiNd
(Initiate)
02/18/03 08:00 PM
Re: 3D Studio Max Answers Thread [re: Drendal] 

Does anyone know the steps to making an actual mesh in 3d max so it can be used in morrowind, for example what are the properties needed to make the mesh so it can be used in morrowind, what can and cant i do.

I want to make house meshes, like the walls and interior objects.
Anyone know where i can start. thanks

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karstux
(Adept)
02/18/03 08:38 PM
Re: 3D Studio Max Answers Thread [re: Drendal] 

Cool thread!

Here's a little bit of advice from me:
If you have enough free harddisk space, open Customize->Preferences, and go to the "Files" tab. Check the "Increment on Save" checkbox.
That way, whenever you save your work, it will be written to a new file - a number will be appended to the filename that is incremented on every save. Very handy if you do something at a point (for example, collapse the modifier stack), and only realize a couple of saves later that it wasn't such a good idea after all.


How to achieve a high level of detail with small textures:
A texture doesn't have to be 512x512 to add a detailed look to a mesh. In some cases, you can repeat the texture a number of times, you just need to make sure that the tiling isn't too noticeable. I did that with my katana models: the temper line (hamon) is a relatively small texture that gets repeated quite often along the blade. However, each time it is scaled differently so that it looks irregularly and not like a tiled picture when viewing the blade as a whole.
If you want to use that approach, a different mapping technique might be useful: instead of using the Unwrap UVW modifier, you could build a modifier stack using alternatively the Mesh Select and the UVW Map modifiers. To do that, add a Mesh Select to the top of your modifier stack. With the Sub-object: Face or Sub-object: Polygon select tool, select the area of the mesh that you want to map the texture on. Then, add the UVW Map modifier to your stack. You'll see that manipulating the UVW Map Gizmo will only affect the previously selected area. When satisfied with the placement of the texture, add another Mesh Select, select some faces, add another UVW Map, repeat those steps until the whole mesh is textured. This will take some time and build a huge modifier stack, but gives you great control over the texture placement.

And if you can, use dds textures - they have a smaller filesize, a smaller video memory footprint, and they can include mip-maps.

karstux

-----

my MW plugin page:
www.apoapsis.net
"Choose your path... back to earth, or onwards to infinity?"

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karstux
(Adept)
02/18/03 08:54 PM
Re: 3D Studio Max Answers Thread [re: M@STeRmiNd] 

That's quite a general question, MaSTeRmiNd. I think the TES Exporter will accept quite a variety of object types, even geometric primitives such as cubes, cylinders and so on. But for safety's sake you should stick to Editable Mesh or Editable Poly objects.

You can do pretty much anything as long as the result is an Editable Mesh, which you can in the most cases achieve by collapsing the modifier stack or right-clicking on the object and choosing Convert To->Editable Mesh.
I strongly suggest looking at some modeling tutorials, there are a multitude of them out there freely available, as this is (I believe) beyond the scope of this thread.

Here's a question of my own:
Does anyone know what the effect of smoothing groups in the MW rendering engine is? Does it affect the appearence of the mesh at all?
I believe (although I'd have to do some experimenting on that) that smoothing groups do affect the "enchanted item" glimmer: it will be continuous over faces belonging to the same group, but will appear "fractured" over faces belonging to different or no groups. Can someone confirm or deny that?

karstux

-----

my MW plugin page:
www.apoapsis.net
"Choose your path... back to earth, or onwards to infinity?"

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Drendal
(Disciple)
02/18/03 09:40 PM
Re: 3D Studio Max Answers Thread [re: karstux] 

Thanks for the added info Karstux, great work.

As for MaSTeRmiNd's question, Morrowind will suport mostly everything in the way of modelling. It's animation that really gets gritty. One word of caution is do not, under any circumstances, use a spacewarp if you are trying to make objects for morrowind. Space warps=bad.


Karstux, sorry I can't help ya. I dont know much about the effect of smoothing groups in MW. If I were to speak from my experience I would say there is no visible effect, but you may be right about the enchanted item glimmer.

And a correction for the original thread: When using collision and nocollision, don't use both in the same mesh. Nocollision will automatically void the collision and remove all collision from the object. Naming an object Collision will make all other objects no collison. Thanks to Feanturi for this info. He (she?) says that naming an object collision will make it transparent, and (s)he is still researching to find out how to make it display a texture.

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http://wizards-islands.com

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karstux
(Adept)
02/18/03 10:13 PM
Re: 3D Studio Max Answers Thread [re: Drendal] 

Okay, I guess I shouldn't be so lazy when finding out for sure just takes 10 minutes or so. Here's some definite info on smoothing groups:

They do in fact affect the appearance of the mesh, and my assumptions on the enchanted item glimmer were correct. Here's an image:
http://www.apoapsis.net/images/MW_smoothingroups.jpg

The sphere is untextured. The lower sphere is smoothed, the upper is not. On the right I enchanted the whole thing. (Looked kinda funny btw, like a giant's icecream )

Edit: I should add that the effect does still occur with textured items, although a lot less pronounced:
http://www.apoapsis.net/images/MW_smooth_tex.jpg

karstux

-----

my MW plugin page:
www.apoapsis.net
"Choose your path... back to earth, or onwards to infinity?"

Edited by karstux (02/18/03 10:25 PM)

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Drendal
(Disciple)
02/18/03 10:19 PM
Re: 3D Studio Max Answers Thread [re: karstux] 

Mmm, ice cream. Thanks for taking the time to check it out!

_________________
Wizard Alliance Team Member

http://wizards-islands.com

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IndigoRage
(Curate)
02/18/03 11:07 PM
Re: 3D Studio Max Answers Thread [re: Drendal] 

Thanks for the great information!

Pax,
Indigo

"On a long enough timeline the survival rate of everyone drops to zero." -Tyler Durden

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Lingarn
(Acolyte)
02/19/03 01:43 AM
Re: 3D Studio Max Answers Thread [re: notstan] 

also be sure to set it to loop in the parameter out of range settings found in the track view editor otherwise it will play once only, usually before you see it happening.
------------------

In my experience, this is not true (which is to say, it is not necessary to do this). This can't hurt though, since the way the system renders particles is mildly unstable anyway.

In MaxProperties, NotRandom= is also helpful.

Lingarn

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Drendal
(Disciple)
02/19/03 10:26 AM
Re: 3D Studio Max Answers Thread [re: Lingarn] 

Some more helpful information from feanturi -

In MAX 5 it's[Assigning Notes] a little different since they changed the way the track view is laid-out. It's been split into two parts, the Curve Editor and the Dope Sheet. So if you have MAX 5, go under "Graph Editors --> Track View - Dope Sheet". In there, locate your object that needs notes. Click on it to select, then in the Dope Sheet menu bar choose Tracks-->Note Track-->Add
A track called Notes should appear under your object's listing. Now on the dope sheet toolbar click the Add Keys button. Left-click in the note track where your animation starts and stops. Now right-click on each of those notes to set their names, and adjust the frames they go on if you clicked a little off-place.

The names have to have to be formatted exactly so:

Groupname: Start
Groupname: Stop

You must have the colon, and the colon must have 1 space before the start/stop. You can also use loopstart and loopstop if you want an animation that needs a bit of lead-in/lead-out and you want to have it just loop in the middle-part. You must use the groupnames there too, eg:
Idle: Loopstart

You can apply more than one note to the same frame. And as far as I can tell, you can put your notes on a given object, and other objects in your scene that have animation will get picked up too. So I think the notes just have to be PRESENT, they don't necessarily need to be tied to a certain object, as long as they are at the root-level of that object.

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Feanturi
(Novice)
02/19/03 04:54 PM
MAXProperties: Zmode10= [re: Drendal] 

I'd like to highlight the importance of adding the MAXProperty of Zmode10= to particles. Absolutely do this! I was trying all kinds of tweaking of my tga file to get rid of the crufty alpha 'halo' my particles had at a distance. Close up they were fine, but a little off in the distance they would get a blocky halo where they were visible against the transparent water. Following this thread, I decided to try Zmode10= and there's no more halo, it's nice and smooth! Thanks for the great info!

Incidentally, this has turned out to be the solution to another problem I was having earlier. Originally I had my water set up similar to the vivec_p_water in that there was a second plane right below the first one going the opposite way. With a nice offset on the lower plane (and with less opacity than the upper), this makes the water seem to have a bit more depth to it. But when put up against another piece, the two alpha planes would get confused at the seam and make the appearence of a tear that you could see from certain angles. The width of the tear would be exactly the distance between the upper and lower planes! It appeared that one of the planes' opacity value was not being calculated in that region. So I took the backplanes out of all of my river tiles and went with particles to give it that 'something extra'. Now it turns out that ZMode10= applied to both planes is the fix for that alpha-tearing I was getting there. So the backplanes are back in, and I'll keep the particles since they look pretty cool. Now I've got to do it to the 12 other pieces (sigh). But it's everything I wanted now! The other problem that ZMode10= fixes on these doubled water planes, is that without it, you have to have them fairly far apart otherwise the game engine goes all flaky trying to decide which one is in front when you see them from a distance. With ZMode10= engaged, I can have the planes right snugly against each other, and the renderer is fine with it at all distances.

Oh, and it's He.

Edited by Feanturi (02/19/03 05:28 PM)

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M@STeRmiNd
(Initiate)
02/20/03 03:12 AM
Re: 3D Studio Max Answers Thread [re: karstux] 

thanks for that info Karstux

Also thanks drendal



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Dracus Dragani
(Novice)
02/20/03 05:11 AM
Re: 3D Studio Max Answers Thread [re: M@STeRmiNd] 

About the armor and clothing bipeding... Why should we only use green rigid vertices? I just bipeded a hood for a project I'm working on with green rigid vertices and red deformable vertices and the hood seems to work fine in game with all the vertices doing what they should do.

That little biped tut forgets to mention that you should name your mesh with the corresponding body part such as, chest, hiar,etc, in order for the mesh to show up in game.

Finally, it seems to me that the positioning of the mesh in game is related to where you position the base Bip01 object in max. I first positioned the biped at the max origin 0,0,0 and adjusted my hood to where the head of the biped was and the hood appeared below the NPC's waist in game. I had to lower the biped to where the bipeds head and my hood was at the origin 0,0,0 and the hood finally appeared exactly where I wanted it. I could be wrong, but I just wanted to point that out.

Member of the Shadows of the Abyss Team
Developers of Necromancia: City of the Damned

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Drendal
(Disciple)
02/20/03 02:38 PM
Re: 3D Studio Max Answers Thread [re: Dracus Dragani] 

eh, I've heard about only using green rigid verticies because of something with the engine, hey , if it works, use it, I guess...

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Lone Assassian
(Adept)
02/21/03 05:05 PM
Re: 3D Studio Max Answers Thread [re: Drendal] 

This is a great thread and I will be adding stuff (as soon as i learn stuff ) and I will be bumping it.

Bump-Master Flash

Just click these links and go back. Easy. It's a fun game AND it's free too. Check it out
These links are not misleading so they are ok
www.outwar.com/page.php?x=314309
www.outwar.com/page.php?x=353108

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Drendal
(Disciple)
02/21/03 05:22 PM
Re: 3D Studio Max Answers Thread [re: Lone Assassian] 

Good to hear. Anything you can submit(or anyone) is greatly appreciated. So you're bump master flash eh? everyone knows I'm bump master flex.

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Lone Assassian
(Adept)
02/21/03 06:42 PM
Re: 3D Studio Max Answers Thread [re: Drendal] 

Bump-Master Flash in honor of the dj pioneer Grand Master Flash

Just click these links and go back. Easy. It's a fun game AND it's free too. Check it out
These links are not misleading so they are ok
www.outwar.com/page.php?x=314309
www.outwar.com/page.php?x=353108

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KingKong
(Adept)
02/21/03 08:00 PM
Re: 3D Studio Max Answers Thread [re: Drendal] 

Heres a link to my post about Links to plugs, tuts, mods, free modles, free textures, and a whole lot more.

http://www.elderscrolls.com/ubbthreads/showflat.php?Cat=&Board=tesconstsethelp&Number=1127032&page=0&view=collapsed&sb=5&o=7&fpart=[/url]

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karstux
(Adept)
02/22/03 10:25 AM
Re: 3D Studio Max Answers Thread [re: Dracus Dragani] 

about the biped origin positioning... here's the way I do it:
I position the biped at the coordinate origin (0, 0, 0), and align the body part on the biped where I want it to be. Then I move the pivot point of the body part to (0, 0, 0) as well! Seems to work for me.

Could this thread be made sticky perhaps? Would be a shame for all this collection of information to vanish..

karstux

-----

my MW plugin page:
www.apoapsis.net
"Choose your path... back to earth, or onwards to infinity?"

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Drendal
(Disciple)
02/22/03 11:24 AM
Re: 3D Studio Max Answers Thread [re: karstux] 

I actually have a question, heh. I made a biped creature. and I want to animate it, but when I try to create a root bone and link it to the diamond of the biped, it won't link. Is this because I don't need a root bone, or what?I guess I'll ask this in the animation thread too.

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Rondo_GE
(Acolyte)
02/22/03 12:55 PM
Re: 3D Studio Max Answers Thread [re: Drendal] 

...I would say the first thing you need to do is GET 3dMAX...anyone want to give me 3000 bucs?

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Drendal
(Disciple)
02/22/03 10:00 PM
Re: 3D Studio Max Answers Thread [re: Rondo_GE] 

If you are a student you can get a student discount which brings it down to about 500.

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unforgiven11883
(Diviner)
02/23/03 02:16 AM
Re: 3D Studio Max Answers Thread [re: Drendal] 

if this isn't pinned, I nominate it to be

I might not be mod, but I'm the next best thing!
Archy's official pet rat


come join the fun at my forums.

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unforgiven11883
(Diviner)
02/23/03 02:18 AM
Re: 3D Studio Max Answers Thread [re: Rondo_GE] 

oh...do they make an exporter for version 5.0 yet?

I might not be mod, but I'm the next best thing!
Archy's official pet rat


come join the fun at my forums.

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KingKong
(Adept)
02/23/03 02:31 AM
Re: 3D Studio Max Answers Thread [re: unforgiven11883] 

How do you get a post pinned?

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miro13
(Layman)
02/23/03 04:06 AM
Re: 3D Studio Max Answers Thread [re: Drendal] 

thank YOU good sir!!
but do You know how to add animate to crossbow and bows.
I add a animate to my crossbow, but when I press on Mouse left
it play frams to end.
do You know how to control animate, stop¡÷fire¡÷load bolt¡÷stop....or so , I have no idea how it work.....
well ...if U know how to set it work....Please tell me.
Thank You Very Much! Great job U done

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unforgiven11883
(Diviner)
02/23/03 08:07 AM
Re: 3D Studio Max Answers Thread [re: KingKong] 

#king kong-getting a post pinned involves a moderator....and a *click* hehe... It locks the thread in place at the top of the page. I feel this is an asset to the boards due to the mass of users who use 3Dmax, so I asked archie to pin it for you.

I might not be mod, but I'm the next best thing!
Archy's official pet rat


come join the fun at my forums.

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Drendal
(Disciple)
02/23/03 11:14 AM
Re: 3D Studio Max Answers Thread [re: unforgiven11883] 

Thanks for the pin request. About a 5.0 exporter, I use max 5, and the 4.x exporter works just fine.

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KingKong
(Adept)
02/24/03 01:24 AM
Re: 3D Studio Max Answers Thread [re: Drendal] 

A bump and, about the NIF importer, I've seen a lot of posts about it, you can find it at my post.

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Drendal
(Disciple)
02/24/03 08:42 PM
Re: 3D Studio Max Answers Thread [re: KingKong] 

That nif importer disturbs me. I don't want people taking my models and changing them, then claiming credit where credit isn't due.
Guess it could be viewed as a good resource though.

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Feanturi
(Initiate)
02/25/03 03:17 PM
Re: 3D Studio Max Answers Thread [re: miro13] 

Your crossbow needs to use all of the notes that such a weapon would use. So load up an existing crossbow in the preview window, and you can go through the various animations they named for it. You have to have all of those same group names for your animation notes.

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KingKong
(Adept)
02/25/03 07:34 PM
Re: 3D Studio Max Answers Thread [re: Drendal] 

About that NIF importer- I totally agree Drendal:

ALWAYS ASK PERMISSION BEFORE TAMPERING WITH OTHERS WORK!

Unless they SPECIFICLY say they that they DON'T CARE.

ALWAYS GIVE CREDIT!

But like you said, usefal refrance- especially when scaling.

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Drendal
(Disciple)
02/25/03 09:43 PM
Re: 3D Studio Max Answers Thread [re: KingKong] 

This community is usually pretty good about giving vredit for other peoples' work, but I have seen some incidents of theft and deceit. It makes me sick.

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KingKong
(Adept)
02/25/03 11:43 PM
Re: 3D Studio Max Answers Thread [re: Drendal] 

How do you make transparant objects (glass). I need step-by-step instructions. These will be used in Morrowind of course.

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Drendal
(Disciple)
02/26/03 12:07 AM
Re: 3D Studio Max Answers Thread [re: KingKong] 

I will answer this when i have more time and brain capacity. Sorry, but the title doesn't say..immediate answer thread. If i were to answer now you would probably end up lost in some third world country.

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IndigoRage
(Curate)
02/26/03 09:01 AM
Re: 3D Studio Max Answers Thread [re: Drendal] 

I mostly agree about the .NIF importer, but:

1. It doesn't import animations, or any file with animations.
2. Of the things it does import, it doesn't import them perticularly well, and usually without any texturing or mapping.
3. It's about as stable as nitroglycerin in an earthquake.
4. The only thing I've actually found it useful for is a reference, such as getting armor pieces to line up or to solve the Great Question: Which way does this need to face in order to work?

But as a reference, it's a bit sucky too, as .NIF imported objects usually disappear in one viewport or another, or don't show up at all. So it's usefulness is really quite limited.

Pax,
Indigo

"On a long enough timeline the survival rate of everyone drops to zero." -Tyler Durden

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Lone Assassian
(Adept)
02/26/03 05:10 PM
Re: 3D Studio Max Answers Thread [re: Drendal] 

Bump
Matser
Flash

I really hope this gets pinned. Its a great assest to the modding commuinity

Just click these links and go back. Easy. It's a fun game AND it's free too.
These links are not misleading so they are ok
www.outwar.com/page.php?x=314309
www.outwar.com/page.php?x=353108

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Tyana Rie
(Adept)
02/26/03 06:12 PM
Re: 3D Studio Max Answers Thread [re: Lone Assassian] 

BUMP for a PIN!!!

--------------
3 out of 4 people make up 75% of the world's population.

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Drendal
(Disciple)
02/26/03 07:54 PM
Re: 3D Studio Max Answers Thread [re: Tyana Rie] 

OK, to make a transparent mesh, such as a peice of glass, you have two options.

If you want complete transparency on some parts, and on other parts, opaque...ness, you can use a transparent teture. To do this, Make your texture in Photoshop (or whatever, I use photoshop) leaving all the areas you want to be transparent untouched. Once you have the opaque areas drawn, go to the channels menu, and find the create new option. in Photoshop 7 it is under the little blue pull-out arrow. The default new channel is alpha, which is what we need, so just use the default settings and click ok.

With alpha channels, everything that is black is transparent, and everyuthing that is white is opaque. So, on the channel menu, go back to the RGB channel, and outline the areas you want to be opaque using the lasso or magic wand tool. Then , select the alpha channel, and fill the selection with white. Then use that texture on your mesh and all will be well.

OR

You can do things the easy way. If you want an easy way to do things, is in the material editor in 3d studio max, there is an opacity option. You can turn this down to make things translucent or transparent. Turn it down to 50 or so to have a mesh that is 50 percent see-through. Easy as pie.

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KingKong
(Adept)
02/27/03 12:57 AM
Re: 3D Studio Max Answers Thread [re: Drendal] 

I followed all those steps but it was white in the game. It's clear in MAX but white in the CS and the game. I'm aiming for a glass panal.

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Lone Assassian
(Adept)
02/27/03 04:24 PM
Re: 3D Studio Max Answers Thread [re: Drendal] 

Bump-Master Flash Bumps this Thread for a Pin.

Just click these links and go back. Easy. It's a fun game AND it's free too.
These links are not misleading so they are ok
www.outwar.com/page.php?x=314309
www.outwar.com/page.php?x=353108

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KingKong
(Adept)
02/27/03 07:45 PM
Re: 3D Studio Max Answers Thread [re: Lone Assassian] 

What is collision?
Where do you set it?
How do you set it?

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Drendal
(Disciple)
02/27/03 08:56 PM
Re: 3D Studio Max Answers Thread [re: KingKong] 

Collision is...collision. If you have an object without collision, it means that it can be passed through. If an object has collision, it will collide with the player, the player can't walk through it. There is a definition of how to set it up in the first post. Under special modelling I believe.

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KingKong
(Adept)
02/27/03 09:27 PM
Re: 3D Studio Max Answers Thread [re: Drendal] 

Thx a lot Dren, this post really needs to be pinned.

ALSO-> I fixed a few links on my tut post. In case you didin't see, it has 3dmax tuts and plugs
photoshop tuts and plugs
morrowind plugs
free modles and textures.
etc. The link is :

http://www.elderscrolls.com/ubbthreads/showflat.php?Cat=&Board=tesconstsethelp&Number=1127032&fpart=1&PHPSESSID=

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Drendal
(Disciple)
02/27/03 11:33 PM
Re: 3D Studio Max Answers Thread [re: KingKong] 

Yeah, I saw it, good research.

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KingKong
(Adept)
02/28/03 02:29 AM
Re: 3D Studio Max Answers Thread [re: Drendal] 

Thx much. But now to animation:

I got everything down except that part about adding notes on the dope sheet. I've got 3dmax 5.0. I add a note, then try to add a key, there's my problem. When I hit new key, then try to click on the sheet, nothing happens. Does it do it itself? Then how do I change the name to Idle: Start or anything else? I'm completly stumped. The max tuts are confusing as heck, thx again Drendal. So now what?

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Drendal
(Disciple)
02/28/03 10:30 AM
Re: 3D Studio Max Answers Thread [re: KingKong] 

I haven't really messed around in the dope sheet in max 5.0, all i really know about it is that it is different from previous versions. Once I know a little more I will try to help you out.

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Lone Assassian
(Adept)
02/28/03 06:09 PM
Re: 3D Studio Max Answers Thread [re: Drendal] 

Bump-Master Flash
This still isn't pinned? Thats crap. It really is. This needs to be pinned.

Just click these links and go back. Easy. It's a fun game AND it's free too.
These links are not misleading so they are ok
www.outwar.com/page.php?x=314309
www.outwar.com/page.php?x=353108

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Drendal
(Disciple)
02/28/03 07:18 PM
Re: 3D Studio Max Answers Thread [re: Lone Assassian] 

Well, they can't just pin any thread, they have to get permission from the administrators to pin things now.

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Lone Assassian
(Adept)
02/28/03 07:58 PM
Re: 3D Studio Max Answers Thread [re: Drendal] 

I know but the post I had got pinned (The scripting one) got pinned in like 1 day. This is great. It should have been pinned a while ago.

Just click these links and go back. Easy. It's a fun game AND it's free too.
These links are not misleading so they are ok
www.outwar.com/page.php?x=314309
www.outwar.com/page.php?x=353108

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Drendal
(Disciple)
03/01/03 12:30 AM
Re: 3D Studio Max Answers Thread [re: Lone Assassian] 

Yours may have been pinned before they tryed to cut down on pinned threads. Or maybe someone has something against me, i wouldn't be surprised...

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Lone Assassian
(Adept)
03/01/03 12:40 AM
Re: 3D Studio Max Answers Thread [re: Drendal] 

Maybe.....maybe...
But you can count on Bump-Master Flash to keep this bumped

Just click these links and go back. Easy. It's a fun game AND it's free too.
These links are not misleading so they are ok
www.outwar.com/page.php?x=314309
www.outwar.com/page.php?x=353108

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selcyber
(Layman)
03/01/03 01:22 AM
Re: 3D Studio Max Answers Thread [re: Lone Assassian] 

you're all probably going to laugh at me and all but i don't care. i just barely got my computer back and i modelled Squalls gunblade from ff8 so i could equip it to my character in morrowind, but when i make a new weapon the quanity says 0* like there isn't going to be one in the game... and even if there is... where do I go to get it? lol is it just randomly placed in the world somewhere? like under Dagoth Ur's buttcrack? a little help... I just wanna use my friggin sword! Thanks

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Drendal
(Disciple)
03/01/03 10:43 AM
Re: 3D Studio Max Answers Thread [re: selcyber] 

you need to place it somewhere, just drag it from the weapon list into the render window and you will see it, Select the cell you want, balmora maybe, and drag it into that cell. you will see it appear, then you can place it.

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KingKong
(Adept)
03/01/03 11:07 PM
Re: 3D Studio Max Answers Thread [re: Drendal] 

Modleing problem. I made an axe, textured it, everythings fine. Except when you or another NPC holds it, it's in their arm. I loaded up an axe with the NIF importer, merged it with my axe, then layed them on top of each other. Then I selected just my cleaver and exported it. It was still in their arm. It's like it only goes in the game in one position. Ideas anyone?

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Drendal
(Disciple)
03/02/03 12:43 AM
Re: 3D Studio Max Answers Thread [re: KingKong] 

err, is it placed flat on the axis? With the top facing toward the top of your screen in the top viewport? It's definitely a placement problem. Trial and Error is the best way to work it out.

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selcyber
(Layman)
03/02/03 02:04 AM
Re: 3D Studio Max Answers Thread [re: Drendal] 

thanks for the info... i feel real dumb now.. lol about the placement of that axe, what you should do is go back to the first page of this thread. Drendel explains it good, i did what he said to do and my character holds his sword perfectly. just scroll down the page till you see the part about scaling and placement.

I however have another problem. my textures arent coming up. I ended modeling a different sword when i found out that squall's gunblade is crap compared to the lionheart... and i made a wicked texture to go with the blade that looks like lightning and stuff, but when i load it into TES all i get is the flat shaded model... the files are targa files, i used the TES Shader selection in the material editor in max to apply the textures. all the textures show up fine in max but not in the game... a little help would be much appreciated thanks

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Drendal
(Disciple)
03/02/03 09:55 AM
Re: 3D Studio Max Answers Thread [re: selcyber] 

What size are the textures. This error commonly happens when you have textures that are too big, or are not square.

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KingKong
(Adept)
03/02/03 04:00 PM
Re: 3D Studio Max Answers Thread [re: Drendal] 

I've tried it in all kinds of positions. It's like it only wants to go in one way. Is it not saving the position? I made a helm that needed adjisting and I could move it just fine. Any other ideas?

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Drendal
(Disciple)
03/02/03 09:36 PM
Re: 3D Studio Max Answers Thread [re: KingKong] 

I don't really have any ideas on it. Are you using the default settings in the export options menu? What modifiers are in the stack when you export?

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KingKong
(Adept)
03/02/03 10:08 PM
Re: 3D Studio Max Answers Thread [re: Drendal] 

Don't know, I'll check, the export options might be it. I'll post tomarrow if I get it to work so all may know how to fix.

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Lone Assassian
(Adept)
03/03/03 07:53 AM
Re: 3D Studio Max Answers Thread [re: Drendal] 

This still isn't pinned? I thought it would get pinned whil I was gone. Oh well. Bump for a pin

]Kings of Chaos is back up!!! Click here to help the fight! Then close if you don't wanna play. That's all!!
These links are not misleading so they are ok
http://www.kingsofchaos.com/page.php?id=197273

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Lone Assassian
(Adept)
03/03/03 09:54 PM
Re: 3D Studio Max Answers Thread [re: Lone Assassian] 

To the second page?!?! I am outraged!!
I really hope this gets pinned. I will continue to bump it untill it has been pinned. After that happens I will delete as many of the bumps as I can. To clean it up a little.

]Kings of Chaos is back up!!! Click here to help the fight! Then close if you don't wanna play. That's all!!
These links are not misleading so they are ok
http://www.kingsofchaos.com/page.php?id=197273

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Drendal
(Disciple)
03/03/03 10:50 PM
Re: 3D Studio Max Answers Thread [re: Lone Assassian] 

I Don't know about it getting pinned. Whatever, if they feel it isn't a good resource that's fine, I'll still love em. Bump it all ya want, but if it gets to the point where the only posts are bumps, then slow down.

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KingKong
(Adept)
03/04/03 12:54 AM
Re: 3D Studio Max Answers Thread [re: Lone Assassian] 

I still can't export my axe the right way, it's always in your arm. I rotate it, but it doesn't carry through to the editor. I made another axe and I could move it all I want. Anyone else ever run into this?

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Rhyek
(Novice)
03/04/03 03:15 PM
Re: 3D Studio Max Answers Thread [re: Lone Assassian] 

Really though, it doesn't matter if it's pinned or not (I'd actually like it if some of the ones that are pinned weren't; I rely heavily on the little Icon color change that indicates there are new posts in a thread AND, there are already too many topics pinned. It's not easy to see at a glance where the old pinned topics stop and the new topics start)... anyway, back to my comment...

It doesn't matter because anyone wanting information on any topic (ie: 3dsmax) can VERY easily enter it into the search engine (provided in several places on this site) and voila (sp) up pops this thread as one of your choices. You'd be supprised where some answers to my questions appear. Many times, they are not answered in the obvious "pinned" topics but are instead just a passing comment in a topic that has no obvious connection to it.

Just my two cents worth.

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selcyber
(Novice)
03/04/03 04:30 PM
The axe in the arm [re: KingKong] 

i ran into the problem where you rotate the item and it still ends up all sideways in the editor (and ends up in your arm in the game). all i did was remove the xform modifiers that i once applied. i guess you don't really need them to make the export work. try not applying xform modifiers to the components of the weapon. ungroup the components then go into each ones modify panel and remove xform, this is what i did and the sword got place perfectly.

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selcyber
(Novice)
03/04/03 04:40 PM
my animation woes [re: selcyber] 

I'm somewhat new to the TESC as a whole, but I'm pretty decent at modeling weapons and such. I was reading an animation tutorial and the rules that are applied before even animating for TESC. What I was wondering if there was a way to make new character animations for my character. Right now when he unsheeths his sword it's all verticall and his normal attack is a slash, the chop comes in from an angle, and his lunge looks like he's poking at something all scared. What I want to do is have his sword dragging on the ground when he unsheeths it, so as to invite enemies to try and mess with him. I wanted his slash to come over his head but somewhat swingint it around his left side as it comes down. i want to make his lung a real lung where he goes lower and thrusts forward, and i was wondering if I could make the chop come from left to right instead of the other way... Just lemme know if there's a way to make these animations apply to the game.

On another note, is there a way to animate weapons? I recently modelled a weapon that has multiple blades. I want to apply a switch blade animation (like a swiss army knife blade) where the blades fold out when the weapon is unsheethed, can i do this and apply it to the game as well? this would open up a multitude of options to make dynamic weapons. any help is much appreciated

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KingKong
(Adept)
03/04/03 04:54 PM
Re: my animation woes [re: selcyber] 

I finally got it. I pulled two pieces of it apart a bit and exported to see if that would work, it did. Then I rotated them a bit, it worked. I finally put them in the correct position and it worked great. Why all the sudden? I have no idea. If anyone else had this problem, try that. Start by moving two pices apart(to see if it is an export problem) Then play a little more. Try exporting selected only(I don't think that matters, but it's worth a shot). Wish I could contribute more.

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Drendal
(Disciple)
03/04/03 10:05 PM
Re: 3D Studio Max Answers Thread [re: Rhyek] 

In response to Rhyek. Those are my thoughts also, but there are so many folks who would rather make a whole new post than using the search function, and a lot of questions are actually answered in pinned threads.

_________________
Wizard Alliance Team Member

http://wizards-islands.com

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Lone Assassian
(Adept)
03/05/03 06:10 PM
Re: 3D Studio Max Answers Thread [re: Drendal] 

I agree thats why this needs to get pinned. On the first page I saw like 4 3ds max post with very little or no replies. If this gets pinned I hope people will get their questions answered and some of the stress will be taken off the forums.

Kings of Chaos is back up!!! Click here then close if you don't wanna play. Thats all! It's fun AND free.
This link isn't misleading so it's ok
http://www.kingsofchaos.com/page.php?id=197273

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Voidmain
(Layman)
03/05/03 06:48 PM
Re: 3D Studio Max Answers Thread [re: KingKong] 

I had the problem where the rotation did not carry through, but fixed it by rotating the mesh and not the pivot point. It seems to me that morrowind uses the pivot for an objects placement more than anything else.

- Void

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Drendal
(Disciple)
03/05/03 10:40 PM
Re: 3D Studio Max Answers Thread [re: Voidmain] 

I got the 3ds max 5 bible (Bookpool gives great discounts, just as a reference) tonight, so maybe now I can look back through and answer some of the unquestioned answers....err unanswered questions...

_________________
Wizard Alliance Team Member

http://wizards-islands.com

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FexFX
(Layman)
03/06/03 03:38 PM
Re: 3D Studio Max Answers Thread [re: Drendal] 

When I used the .nif importer to import a .nif file into .3ds and then export it again, it gains a horrid blue tint. Anyone know how to fix this?
I have tried changing the three color values in the material editor by loading each texture from the scene into the editor, switching them from blinn to TES, and then adjusting all of them to white...the bottom one...not ambient or diffuse, but the other one (not near computer at the moment), does come up as blue. But changing that seems to have no real effect...any help would be appreciated.

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Drendal
(Disciple)
03/06/03 10:02 PM
Re: 3D Studio Max Answers Thread [re: FexFX] 

It's probably just another horrible side-effect of the nif importer, and chances are it's unfixable, until a newer version of that plugin is released.

_________________
Wizard Alliance Team Member

http://wizards-islands.com

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