I think so... I know c4d can export as 3ds and lightwave amongst others Sent via BlackBerry from T-Mobile -----Original Message----- From: Alan Wolfe <alan.wolfe@xxxxxxxxx> Date: Fri, 17 Apr 2009 12:23:48 To: <project1dev@xxxxxxxxxxxxx> Subject: [project1dev] Re: Importing models from other programs into milkshape pretty cool sorry for bein such a noob about this, but does 3ds max have import / export to other formats? On Fri, Apr 17, 2009 at 12:02 PM, Chris Sherman <cshermandesign@xxxxxxxxx>wrote: > There used to be a free version of 3ds max for gaming I dunno if it applies > to commercial productions or not > > Sent from my BlackBerry > > ------------------------------ > *From*: figarus@xxxxxxxxx > *Date*: Fri, 17 Apr 2009 18:19:44 +0000 > > *To*: <project1dev@xxxxxxxxxxxxx> > *Subject*: [project1dev] Re: Importing models from other programs into > milkshape > > Right... I just think that 3d studio max is the standard 3d file type for > game models... And everything I can think of can import/export 3ds files... > Seems like a good base :) I don't know anything about blender really > > Sent via BlackBerry from T-Mobile > > ------------------------------ > *From*: Alan Wolfe > *Date*: Fri, 17 Apr 2009 10:53:08 -0700 > *To*: <project1dev@xxxxxxxxxxxxx> > *Subject*: [project1dev] Re: Importing models from other programs into > milkshape > > well we dont actually need to use the program that has our base file > format, we just need it to be a hub of conversion. > > like, if you work in C4D if it can import as C4D, we just import, save and > then run the conversion from blender to ms3d and then it'll be in a format > the game can use. > > Then too, if someone else was using maya, they could import in blender, > save and then run the conversion from blender to ms3d and it'd be in the > format the game can use. > > Just looking for some file format that would work ok as a base like that, > if there is a decent one that exists, so we only need 1 conversion utility > :P > On Fri, Apr 17, 2009 at 10:48 AM, <figarus@xxxxxxxxx> wrote: > >> Blender is a pain in the ass but we should definitely investigate all >> options >> >> Sent via BlackBerry from T-Mobile >> >> ------------------------------ >> *From*: "Chris Sherman" >> *Date*: Fri, 17 Apr 2009 17:36:27 +0000 >> *To*: <project1dev@xxxxxxxxxxxxx> >> *Subject*: [project1dev] Re: Importing models from other programs into >> milkshape >> >> What about blender? Its free, but I know it has a steep learning curve >> >> Sent from my BlackBerry >> >> ------------------------------ >> *From*: Alan Wolfe >> *Date*: Fri, 17 Apr 2009 10:05:57 -0700 >> *To*: <project1dev@xxxxxxxxxxxxx> >> *Subject*: [project1dev] Importing models from other programs into >> milkshape >> >> Wurmz mentioned yesterday that he had been tryin last night and couldnt >> get it to import even the most basic object from maya. >> >> When we previously emailed the maker of milkshape he said "oh, try >> breaking the object into polys" since in the file we sent it was basically >> just a cube, not the polys for each part of the cube. >> >> In any case, that wasn't very helpful and it seems like the milkshape >> importing is pretty crappy. Booo! >> >> I picked the milkshape format because it's a really nice and easy format >> to load, and also a few books i read on 3d animation programming used >> milkshape in their sample code so i thought it would be ok, especially since >> milkshape advertises that it can import models of other formats! >> >> Eric made a lil progress on this front by having C4D export as .x but he >> still had problems importing textures ): >> >> Unfortunately, changing what file format we use would be a lot of work! >> What i was thinking though is that if Eric can't figure out the C4D >> exporting to .x working with textures, or if we can't find another way to >> make this work, is maybe I could make a seperate program that is like, a >> maya to ms3d converter or something. >> >> Is maya a good format to use as a "base format"? Or is there another >> pretty universal 3d format that most things can load and save? >> >> >