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Gmax models to XSI models
Posted: Wed Jul 26, 2006 9:41 pm
by Astute
I've got a friend whos doing some unit models. They're coming along quite well, but the problem is he's doing it in Gmax. Is there any reprecussions to exporting the model from gmax, and then converting it to xsi? and then exporting as msh?
Posted: Wed Jul 26, 2006 10:16 pm
by squipple
I'm not sure what formats GMAX can export to. As far as I can tell, just 3D MAX. So you'd either need someone to open your models in 3D MAX and export them to an XSI-useable format (like OBJ), or find a 3D MAX file importer for xsi. Good luck finding that
If you end up finding a way to do it,
don't do any texturing until you're in XSI. UVs will likely not transfer and even if they do, the msh exporter probably won't jive with them.
Posted: Wed Jul 26, 2006 10:26 pm
by pinioncorp
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I used to use GMax, and I'm not aware of a 3DS exporter. However, if you can get your hands on one then you can directly import into XSI. Then you can texture it. However, I use 3DS Max, which is the commercial version of GMax. With the help of an exporter, you can export directly to .XSI format which includes textures and co-ordinates. You can get the trial version from the website.
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Posted: Thu Jul 27, 2006 12:29 am
by Dabrowski
I've got a friend whos doing some unit models. They're coming along quite well, but the problem is he's doing it in Gmax. Is there any reprecussions to exporting the model from gmax, and then converting it to xsi? and then exporting as msh?
if your talking about the exporter, this here...
http://www.gametoast.com/forums/viewtopic.php?t=5688
is a thread deals with what your talking about, they mention theres a GMax to 3dsMax Exporter/Plugin which although they dont give a link to it.
But because your question deals with the reprecussions of it, i would say that animations and texturing would be lost through the process unless the exporter does otherwise. But you shouldn't be suprised if only the geometry is exported/imported.
Posted: Thu Jul 27, 2006 9:10 am
by Astute
Well, my friend can export as a .obj from gmax. From there I can transfer it into .xsi. Since he's doing a unit model, really all I would want is the geometry, from there I would assume I could rig it to one of the ingame unit's skeletons and texture it myself.
Posted: Thu Jul 27, 2006 9:18 am
by Teancum
XSI can import .obj, and ironically it's much more stable than exporting to .xsi. Then again, I've only exported to .xsi from Milkshape, and that's in 3.x format.
Posted: Thu Jul 27, 2006 10:23 am
by minilogoguy18
yeah teancum, .xsi format is one of the best file exchange formats there are cause it preserves everything, its just that ms3d dosent have anything really to export, but it will preserve bone weights, bones, UVs and animations, i tested it. 3ds max however has the $#!++!3$+ .xsi exporter that will mess any model up, i dont think i even wanna install that super slow and unstable program on my new PC. the .obj format will preserve everything though except bones and animations i think, or you can get a really good plugin called .fbx by alias which preserves everything between any application except ms3d of course or gmax or mod tools.
Posted: Thu Jul 27, 2006 10:43 pm
by Astute
Hmm, I think I might be doing something wrong. I've imported both md3 and .obj into xsi, and they both import, however the model does not show up.
Posted: Thu Jul 27, 2006 10:46 pm
by JabbaLovesLava
press A.
Maybe the model is too small/too big so you dont see it.
Posted: Thu Jul 27, 2006 10:54 pm
by Astute
Well, I can see the model in milkshape, however I can't seem to import into xsi modtools. I tried A, didn't seem to do anything.