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julos
07-27-2003, 11:18 AM
How do you do to import 3ds max models into Lightwave ?
I only have a "epsf loader" in my file/import in modeler.
I checked 3d browser but it seems to save tris instead of quads.

Thanks for the help. :)

bakasaru
07-27-2003, 12:18 PM
If it's .3ds format you can just go File->Load Object and change selector to 'All Files'. If it's .max file you'll need 3rd party help like Polytrans, etc.

julos
07-27-2003, 01:13 PM
thanks i'll try .3ds

korn_kid
07-27-2003, 09:16 PM
If u open ur LWM3.CFG file in NOTEPAD
and add the line ;*.3ds after FileType Objects *.lwo, u can open .3DS files without having to change the FILE OF TYPE selector to 'All Files'.

EX:FileType Objects *.lwo;*.3ds

julos
07-28-2003, 03:21 AM
Thanks kornkid, i'll try that.

Modeler opens .3ds files but all the quads become tris , does someone know a way to avoid that ?

duderender
07-28-2003, 06:47 PM
I use a product called polytrans (www.okino.com) to handle almost any filetype conversion.

Mylenium
07-29-2003, 12:27 AM
If you want to maintain your quads, you have to use *.obj rather than *.3ds.

Mylenium

julos
07-29-2003, 12:30 AM
thanks for the help :)

Smith
08-06-2003, 01:09 AM
Hey, I got a question about polytrans.
I am guessing I would lose some quality transfering a .3ds file .lwo? also is there anyway to load 3ds max files in lightwave with no quality loss?

My situation is that I am a lightwave user (for animating mainly) and my model artist swears by 3ds max. Neither of us want to switch programs (cost issues aside) so I am hoping to find a way to make it work...

Help would be great :D

Smith

duderender
08-06-2003, 01:13 AM
who said anything about quality loss??

it's a mesh, pretty straight forward. You wouldn't want to be exporting IGES from Max.

As for Max nurbs, I would suggest you make them an editable mesh in max first prior to export. But I believe Polytrans will handle a lot of that.

Smith
08-06-2003, 01:18 AM
oh ok thanks I wasnt sure about that, I'll look into the program then

Skonk
08-06-2003, 05:02 AM
The problem with .max files is that a lot of the data isn't actually stored in the file but generated as you open the file in max, cos of the modifier stack. The file stores only a list of modifiers and there settings, not the actually 3d geometry so to open a .max file in another program, that program would have to be able to do all the modifiers that max does. Polytrans for example requires max to be installed, its more of an exporter from max (to some internal format) then it saves it out as another format that u select (only a guess, i dont have polytrans so i dont know:)). There isn't actually anything that can directly open a .max file other than 3ds max its self as far as i know.

3ds files can only store triangles so as the others said to store quads u need to use a different format.

James..

duderender
08-06-2003, 10:10 AM
S.D is correct.

You will want to look at the exact feature lists, but when you export from MAX, you will retain UV mapping coords, and textures etc.

Deep Exploration is another program. And it has a bit more feature set from what I'm told. www.righthemisphere.com

you can download demos of both.

Let us know how they compare!

hstewarth
08-07-2003, 01:44 PM
I have deep exploration ( along with Deep Paint ) and I believe you have to have 3dmax to translate objects with it.

duderender
08-07-2003, 03:18 PM
hstewarth,

What module add ons do you have with D.E.?? Granite, or CAD modules (Solidworks, etc)??

I am looking at doing a review.

carbon8
08-09-2003, 04:21 AM
Go to kaydara's website, the same poeople that make motionbuilder and get the .fbx plugins, install them for both lightwave and max. You will then be able to export from max the fbx file and import the fbx file into lightwave. The nice thing about this is that it doesn't triangulate the object as it does when opening a .3ds file. Everything stays quads. By the way the plugins are free at kaydaras site.

http://www.kaydara.com/products/fbx/index.php

mattc
08-11-2003, 07:56 AM
Originally posted by hstewarth
I have deep exploration ( along with Deep Paint ) and I believe you have to have 3dmax to translate objects with it.

Yup. Goes for Polytrans as well. You need a physical licensed copy of Max for teh pipeline to work.

Even them there's still alot of work to port an object from Max to LW.....

Regards
Matt