Exporting from 3D Studio MAX
#1
Posted 29 September 2003 - 08:22 AM
If I create a model in 3D Studio MAX with animation and want to use it with DirectX, then how it is possible?
What about the .X Files?
To how many formats it can be exported to be used?
How do professional programmers do this?
Any suggestions ... :blush:
The Lion King</span>
#2
Posted 29 September 2003 - 10:31 AM
TheLionKing said:
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You can export an x file to any format really...as long as you know how an x file is arranged and how the file your exporting it to is arranged.
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Most games have their own proprietary mesh format. The programmers would make a mesh in maya of 3d max and then convert it into their own formats. For example if I were using teh quake engine, then I could make my stuff in maya and convert it to an md2 (or was it md3?) file.
There are many many ways to go about it.
- Me blog
#3
Posted 29 September 2003 - 11:14 AM
I need some more information ... please :blush:
The Lion King</span>
#4
Posted 30 September 2003 - 12:38 AM
I searched on google but cant seem to find the right one :unsure:
The Lion King</span>
#5
Posted 30 September 2003 - 11:07 AM
Lots of topics here
- Me blog
#6
Posted 30 September 2003 - 11:24 AM
I have never done that before :blush: !
The Lion King</span>
#7
Posted 30 September 2003 - 12:09 PM
In the SDK help files you can start reading from
DirectX Graphics -> Reference -> X File Reference
to get the max exporter (its called Conv3ds.exe). You'll have to download the DirectX SDK Extras file that should be found on the directx sdk download page. In the sdk help files check:
DirectX Graphics -> Programming Guide -> Advanced Topics -> X Files -> Converting and Exporting 3D Models to X Files.
- Me blog
#8
Posted 30 September 2003 - 12:20 PM
Thanks again :blush: !
The Lion King</span>
#9
Posted 04 October 2003 - 07:37 AM
- I have seen it quite a lot myself.
- It doesnt have good enuf documentation.
- Hardly any resources.
But still I guess its good enuf to work on. You would be surprise how fast you can write export plugins. I think its worth a try. They have many of hte apps readily available.
support.discreet.com
http://sparks.discre...m?site=software
You will be having a good support for queries in http://sparks.discre...px.dll/~maxsdk/
Try it.
Just a few questions:
btw do you have experience coding in Max SDK?
Is it madatory for you to export in .X file format?
You have a ready made app (source included) indownloads for sparks.discreet.com
#10
Posted 04 October 2003 - 08:46 AM
CyraX said:
btw do you have experience coding in Max SDK?
Is it madatory for you to export in .X file format?
You have a ready made app (source included) indownloads for sparks.discreet.com
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Nope!
Thanks for the links :yes: !
The Lion King</span>
#11
Posted 04 October 2003 - 07:28 PM
#12
Posted 04 October 2003 - 07:57 PM
The Lion King</span>
#13
Posted 21 March 2007 - 09:22 PM
bladder said:
In the SDK help files you can start reading from
DirectX Graphics -> Reference -> X File Reference
to get the max exporter (its called Conv3ds.exe). You'll have to download the DirectX SDK Extras file that should be found on the directx sdk download page. In the sdk help files check:
DirectX Graphics -> Programming Guide -> Advanced Topics -> X Files -> Converting and Exporting 3D Models to X Files.
converting a 3dmax model into a x file doesnt lower its quality? .
I was searching about file formats, because i want to develop a render engine that load a 3dMax model and convert it into another simpler format (i was thinking quake 3 file format), and then render it, but the problem is that there arent too much information and specifications about the 3dmax format.
has anybody done something similar??? has anybody have some information??... i need help plzz
#14
Posted 21 March 2007 - 11:06 PM
it was a lot of work, but you can export *anything* that you can edit in max. You have to take the sdk, read it as deeply as possible, try out a lot of things and develop your own custom exporter plugin.
It's a lot of work, but after you got the basics down the sky (and your time) is the limit.
I've used the .asc exporter as a boilerplate for my stuff btw. The source is part of the SDK.
Nils
My stuff: torus.untergrund.net <-- some diy electronic stuff and more.
#15
Posted 23 March 2007 - 08:04 PM
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