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Tygor
Curate

Reged: 10/20/03
Posts: 476
Loc: Nottingham, England.
3dsmax Weapon Co-ordinates
      #2209812 - 02/06/04 02:30 AM

On the constuction set the longblade weapon (when you make your own) is set to the coords 0,0,0 on the 3dsmesh, thus you have to put the handel of the weapon at 0,0,0 (thats XYZ of cource).

I was wondering if anyone can tell me at what coordinates the character grips the weapon so i can model somthing other than a sword.

Or shall i center the whole weapon to 0,0,0 and it will be ok??

thanks in advance

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Tygor
Curate

Reged: 10/20/03
Posts: 476
Loc: Nottingham, England.
Re: 3dsmax Weapon Co-ordinates [Re: Tygor]
      #2209982 - 02/06/04 03:59 AM

BUMP please answer guys if you can ^^

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Rolach
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Reged: 09/21/03
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Re: 3dsmax Weapon Co-ordinates [Re: Tygor]
      #2210003 - 02/06/04 04:05 AM

posistion the pivot point were you want the player to hold it. Then center it on the origin ( 0 0 0 )

Yes the pivot point has to be at the origin or it wont show up like you want it to in game. Unless you want the item to float someplace away from the characters hand.

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WhoopA
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Reged: 01/22/04
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Re: 3dsmax Weapon Co-ordinates [Re: Tygor]
      #2211475 - 02/06/04 12:24 PM

...The pivot is read as the weapon's origin, but I haven't had any problems exporting a weapon where the pivot was not at (0,0,0) - I just used "Export Selected" and the weapon exported and displayed fine.

Of course, the weapon was not attached to another model or a biped when I exported it and was not affected by Physique (I can't seem to export a physiqued model for some reason) so that may be part of the answer.

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Rolach
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Re: 3dsmax Weapon Co-ordinates [Re: WhoopA]
      #2211501 - 02/06/04 12:32 PM

Quote:

(I can't seem to export a physiqued model for some reason)




One of the versions of max can't export physique...well not max it's self but the exporter plugin.

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GOTY

If I'm not here I'm playing DragonRealms a text based MMRPG.

My little mod page (Thanks to ChaosBlade for hosting!)


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WhoopA
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Reged: 01/22/04
Posts: 86
Re: 3dsmax Weapon Co-ordinates [Re: Rolach]
      #2215645 - 02/07/04 05:40 PM

I was afraid that was the case...

...let me guess, the Max3 plugin can't export physique, right?

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WhoopA
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Re: 3dsmax Weapon Co-ordinates [Re: WhoopA]
      #2228457 - 02/11/04 11:10 AM

Strange. I tried both the Max3 and Max4 exporter plugins, and both Max3 and Max4 crash to desktop when I try and export physique.

Is there something I need to be doing to the models, properties-wise, so that the physique will export without crashing?

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Rolach
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Re: 3dsmax Weapon Co-ordinates [Re: WhoopA]
      #2228632 - 02/11/04 12:10 PM

Actuly I think it's Max 5 that wont do it....to find out how to do it correctly check out the tutorial at thanos tower. (a link is in the pinned thread)

--------------------
GOTY

If I'm not here I'm playing DragonRealms a text based MMRPG.

My little mod page (Thanks to ChaosBlade for hosting!)


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Thanos_of_Titan
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Reged: 09/20/02
Posts: 1171
Loc: New York
Re: 3dsmax Weapon Co-ordinates [Re: Rolach]
      #2229983 - 02/12/04 12:22 AM

Quote:

Actuly I think it's Max 5 that wont do it....to find out how to do it correctly check out the tutorial at thanos tower. (a link is in the pinned thread)




That is correct. Max 5 won't do it unless you take some special measures. The direct link is here. Check Elrin's procedure to get max 5 to export physiqued objects (morph still doesn't work!, so no animated heads in max 5)

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