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Tony3d
07-20-2005, 04:27 PM
Can someone explain the import and export rules for 3ds files. I'm having all kinds of problems.

BeeVee
07-21-2005, 01:47 AM
3DS only supports triangles, so you need to use Shift-t before trying to save as a .3DS file, but that's about it - I wouldn't expect textures to go through...

B

trick
07-21-2005, 04:12 AM
If you have some cash, you can spare yourself a lot of trouble by using Polytrans (http://www.okino.com). It has the best LWO-3DS-MAX translator in the industry.

Tony3d
07-21-2005, 05:44 AM
Polytrans looks interesting, but I don't think it runs on a Mac.

trick
07-21-2005, 06:05 AM
Polytrans looks interesting, but I don't think it runs on a Mac.

No, not directly. But it should work with an emulator like Softwindows. Just contact Robert Lansdale about this and hear what he has to say.

Tony3d
07-21-2005, 07:23 AM
Why is it that Lightwave just twists up uv textures when exporting and importing 3ds files?

trick
07-21-2005, 09:27 AM
What happens if you unweld all points (and triple all polygons) before exporting and import the object back again ?

Tony3d
07-21-2005, 09:35 AM
That worked. But now I would have to go in and manually weld all the points back again right? That could be impossible on a complex model. I used unweld under the detail menu

trick
07-21-2005, 11:33 AM
If you know LScript there are several ways to get around this. You can try to look at Flay (http://www.flay.com) if someone already solved this. There are plugins/scripts that can put object parts by connected polygons or surface to different layers, which can then again be saved to different objects, which can then again be exported to different 3ds-files: all-in-all tyhis process can be automated if you have some knowledge of LScript. But it is always better if you keep this thing in mind when modeling, so you can easily weld certain parts back together again easily...