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Skinned character templates now available

Posted: Thu May 12, 2016 4:05 pm
by Captain Deathbeard
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

Re: Skinned character templates now available

Posted: Thu May 12, 2016 7:07 pm
by ironbishop
my body is now ready.

thank you deathbeard-san.

Re: Skinned character templates now available

Posted: Sun May 15, 2016 6:21 am
by StarWeaver
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:

Image

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....

Image

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.

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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 >.>.

Re: Skinned character templates now available

Posted: Sun May 15, 2016 9:34 pm
by ironbishop
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?

Re: Skinned character templates now available

Posted: Mon May 16, 2016 4:38 pm
by Captain Deathbeard
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

Re: Skinned character templates now available

Posted: Fri May 20, 2016 8:56 am
by ironbishop
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?

Re: Skinned character templates now available

Posted: Mon May 23, 2016 5:56 am
by Tarragon Rill
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?

Re: Skinned character templates now available

Posted: Mon Jul 11, 2016 9:54 am
by TymerDurdzen
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 !

Re: Skinned character templates now available

Posted: Mon Jul 11, 2016 12:13 pm
by pawnstorm
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

Re: Skinned character templates now available

Posted: Mon Jul 11, 2016 5:45 pm
by TymerDurdzen
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.