[project1dev] Re: Importing models from other programs into milkshape

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 17 Apr 2009 12:23:48 -0700

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?
>>
>>
>

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