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New 3D format in the works...

New 3D format in the works...

2004-04-22       - By RorrKonn

 Back
Reply:     1     2     3     4     5     6     7     8     9     10     >>  

ok, I am starting to get how .max works.
really wish Max would make a Learning Version.
I do get you can't load a .max with out Max.

Can Max load a .cob,lwo,c4d mesh thats riged and use the rig in Max or
would ya half to make a new Rig in Max ?

Thanks
RorrKonn
http://www.Atomic-3 (See http://mic-3.ora-code.com)D.com <http://www.Atomic-3 (See http://mic-3.ora-code.com)D.com>


-- -- Original Message -- --
From: Rick Bolman <mailto:RBolman@(protected)>  
To: truespace@(protected) <mailto:truespace@(protected)>  
Sent: Thursday, April 22, 2004 8:43 AM
Subject: Re: [TSML] New 3D format in the works...

At a very simple level you can think of a .max as a .scn OR a .cob.
At a bit more complex level you can think of a .max scene much like a
database of objects, their locations, and their actions.

You are correct that you still need MAX to use the Polytrans, and
RightHemisphere Deep Exploration export tool. MAX by itself doesn't
really
have that many export formats built into it. In fact, natively it
doesn't
even do .obj. You have to install a plug-in for it.

So, the way I get MAX files into tS is to launch MAX and export it to
either
.3ds, .dxf, or .obj. If you have the conversion pak for tS, .dwg works
pretty well, too.

nub




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<HTML><HEAD>

<META content="MSHTML 6.00.2800.1400" name=GENERATOR>
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<BODY bgColor=#ffffff>
<DIV>ok, I am starting to get how .max works.</DIV>
<DIV>really wish Max would make a Learning Version.</DIV>
<DIV>I do get you can't load a .max with out Max.</DIV>
<DIV>&nbsp;</DIV>
<DIV>Can Max load a .cob,lwo,c4d mesh thats riged and use the rig in Max or
would ya half to make a new Rig in Max ?</DIV>
<DIV>&nbsp;</DIV>
<DIV>Thanks</DIV>
<DIV>RorrKonn<BR><A
href="http://www.Atomic-3 (See http://mic-3.ora-code.com)D.com">http://www.Atomic-3 (See http://mic-3.ora-code.com)D.com</A><BR></DIV>
<BLOCKQUOTE
style="PADDING-RIGHT: 0px; PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT:
#000000 2px solid; MARGIN-RIGHT: 0px">
 <DIV style="FONT: 10pt arial">-- -- Original Message -- -- </DIV>
 <DIV
 style="BACKGROUND: #e4e4e4; FONT: 10pt arial; font-color: black"><B>From:</B>
 <A title=RBolman@(protected) href="mailto:RBolman@(protected)">Rick Bolman</A>
 </DIV>
 <DIV style="FONT: 10pt arial"><B>To:</B> <A title=truespace@(protected)
 href="mailto:truespace@(protected)">truespace@(protected)</A> </DIV>
 <DIV style="FONT: 10pt arial"><B>Sent:</B> Thursday, April 22, 2004 8:43
 AM</DIV>
 <DIV style="FONT: 10pt arial"><B>Subject:</B> Re: [TSML] New 3D format in the
 works...</DIV>
 <DIV><BR></DIV>At a very simple level you can think of a .max as a .scn OR a
 .cob.<BR>At a bit more complex level you can think of a .max scene much like
 a<BR>database of objects, their locations, and their actions.<BR><BR>You are
 correct that you still need MAX to use the Polytrans, and<BR>RightHemisphere
 Deep Exploration export tool. MAX by itself doesn't really<BR>have that many
 export formats built into it. In fact, natively it doesn't<BR>even do .obj.
 You have to install a plug-in for it.<BR><BR>So, the way I get MAX files into
 tS is to launch MAX and export it to either<BR>.3ds, .dxf, or .obj. If you
 have the conversion pak for tS, .dwg works<BR>pretty well,
 too.<BR><BR>nub<BR><BR></BLOCKQUOTE></BODY></HTML>