If you want to make meshes for armour, clothing, hair, weapons etc, here are the skinned character templates, in Max 2010 format:
https://dl.dropboxusercontent.com/u/901 ... odpack.zip
Skinned character templates now available
- Captain Deathbeard
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- ironbishop
- Posts: 14
- Joined: Tue Mar 03, 2015 2:44 am
my body is now ready.
thank you deathbeard-san.
thank you deathbeard-san.
- StarWeaver
- Posts: 26
- Joined: Mon Jan 05, 2015 2:24 pm
Ok, I can't get this to work.
Note, I'm a Blender user, and I've poked at Maya and XSI and some other things now and then but I don't think I've poked at Max before, can't remember.
The only (trial) version of Max I can seem to download is 2017 (apparently it's a car), I don't see any other older options.
Trying to open the (female) file without doing anything else causes a missing DLL warning to appear:

Continuing to open it anyway just causes max to complain of an error and close. That's fine, the readme mentioned ogremax, so I head to download that, run the installer....

Well, crap.
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Now, before I went to try installing max, I had a hunt around the internet. Apparently "can I convert .max to anything else without buying/running max" is a very common question, and the answer is always something along the lines of "no, it's an obtuse and constantly changing proprietary binary format that depends on program and plugin internals, it's not worth anyone's time to reverse engineer and they probably don't want you to". Heck, even Autodesk's 3d model viewer doesn't support .max o.o.
At this point I'm thinking if I was that invested in getting at this instead of just somewhat curious, my only options would be of questionable legitimacy, but I don't really even want max, so I didn't research getting older versions.
-----
Conclusion: Please use .3ds or .dxf as a distribution format. They're both also designed by the max people so should be compatible with all the data your files have, but they're interchange formats so they're meant for other people to play with easily. Of the two, I don't know which is better, just that .dxf works well in the blender->unity pipeline >.>.
Apologies for the scatterbrained rantiness. I'm finding the process of having installed max and semi-related computer shenanigans preparing for it rather annoying >.>.
Note, I'm a Blender user, and I've poked at Maya and XSI and some other things now and then but I don't think I've poked at Max before, can't remember.
The only (trial) version of Max I can seem to download is 2017 (apparently it's a car), I don't see any other older options.
Trying to open the (female) file without doing anything else causes a missing DLL warning to appear:

Continuing to open it anyway just causes max to complain of an error and close. That's fine, the readme mentioned ogremax, so I head to download that, run the installer....

Well, crap.
-----
Now, before I went to try installing max, I had a hunt around the internet. Apparently "can I convert .max to anything else without buying/running max" is a very common question, and the answer is always something along the lines of "no, it's an obtuse and constantly changing proprietary binary format that depends on program and plugin internals, it's not worth anyone's time to reverse engineer and they probably don't want you to". Heck, even Autodesk's 3d model viewer doesn't support .max o.o.
At this point I'm thinking if I was that invested in getting at this instead of just somewhat curious, my only options would be of questionable legitimacy, but I don't really even want max, so I didn't research getting older versions.
-----
Conclusion: Please use .3ds or .dxf as a distribution format. They're both also designed by the max people so should be compatible with all the data your files have, but they're interchange formats so they're meant for other people to play with easily. Of the two, I don't know which is better, just that .dxf works well in the blender->unity pipeline >.>.
Apologies for the scatterbrained rantiness. I'm finding the process of having installed max and semi-related computer shenanigans preparing for it rather annoying >.>.
- ironbishop
- Posts: 14
- Joined: Tue Mar 03, 2015 2:44 am
at this point i'm trying to figure out how the materials and texture fits in the game, so the 3DS Max materials incompatible with the game or do I just open up the editor and apply the texture with the UV all set up?
- Captain Deathbeard
- Developer
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- Location: UK
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Yeah, Max doesn't play well with others, especially when it comes to animation.
I've tried exporting to a bunch of formats here as a test, but I have a feeling none of them will export the skeleton correctly. Give them a try and let me know if any work and I will export the rest.
https://dl.dropboxusercontent.com/u/901 ... _tests.zip
I've tried exporting to a bunch of formats here as a test, but I have a feeling none of them will export the skeleton correctly. Give them a try and let me know if any work and I will export the rest.
https://dl.dropboxusercontent.com/u/901 ... _tests.zip
- ironbishop
- Posts: 14
- Joined: Tue Mar 03, 2015 2:44 am
Captain Deathbeard wrote:Yeah, Max doesn't play well with others, especially when it comes to animation.
I've tried exporting to a bunch of formats here as a test, but I have a feeling none of them will export the skeleton correctly. Give them a try and let me know if any work and I will export the rest.
https://dl.dropboxusercontent.com/u/901 ... _tests.zip
by the way, the double sided option on Materials on construction set isn't working, is it not suppose to texture the interior and exterior of a mesh?
- Tarragon Rill
- Posts: 57
- Joined: Mon Nov 11, 2013 8:53 am
Did anybody get this to work with blender yet?
I was looking around and saw some talk of exporting the mesh and skeleton as separate files and then importing the 2 files into Blender. This was due to there not being a single file type that max can export and blender import that supports the correct mesh and skeleton setup. However I still have not ben able to get it to work on my initial attempt.
Also as a side note; if I am only looking at a skin, and not a new mesh, what is the setup for just editing the textures in Gimp?
I was looking around and saw some talk of exporting the mesh and skeleton as separate files and then importing the 2 files into Blender. This was due to there not being a single file type that max can export and blender import that supports the correct mesh and skeleton setup. However I still have not ben able to get it to work on my initial attempt.
Also as a side note; if I am only looking at a skin, and not a new mesh, what is the setup for just editing the textures in Gimp?
Fumikomi & Kamae: Like the Yin and Yang create a symbiosis. One is not superior to the other, they are two parts of a whole.
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TymerDurdzen
- Posts: 10
- Joined: Thu Jan 28, 2016 3:33 pm
Anybody has a link for the Ogremax plugin? http://www.ogremax.com/ has been down for several days now and I haven't found any other repository.
Thanks !
Thanks !
Wow, finding this one was actually nice training for my Google Fu!
I found one working link for the latest version, but it's on some weird chinese site. The file you're looking for is OgreMaxSceneExporter2.6.4-3DSMax-NonCommercial.7z, right? Try here
I found one working link for the latest version, but it's on some weird chinese site. The file you're looking for is OgreMaxSceneExporter2.6.4-3DSMax-NonCommercial.7z, right? Try here
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TymerDurdzen
- Posts: 10
- Joined: Thu Jan 28, 2016 3:33 pm
Thanks a lot 
It seems to work! I can open the files, even though there are some warnings
I'll report once I got a grip on 3DSmax and manage to export a haircut for example.
It seems to work! I can open the files, even though there are some warnings
I'll report once I got a grip on 3DSmax and manage to export a haircut for example.
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