3DS Max Exporters for BMS
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Dave,
1st of all thanks for the exporter it works like a dream. therfore as newbie in all 3d modeling thing i wanna ask some questions. I have a model in 3ds and i want to export it in .lod format, the thing is do i have to rig it with dofs and switches from 3ds max before exporting it or i can do it with Lod editor as well? i can understand that doing it in lod editor needs more time and its more complicated for some peopl but i cannot find an easier way to do it in 3ds Max. i have a hard tim finding exactly what to do to 3ds. Ok as i allready told you im new. any reference to videos or written tutorials will be awesome help also!
Thanks -
In bms youtube channel there are basic handling falcon related videos like dofs switches.
Search for the pinkyandbrains thread and just read it has many video.
Also in youtube you will find zillion guides. Look a few if they have a playlist like continues lessons will help you get the beginners full idea.
Everything you can ask in pinkyandbrains and we all that know will try and help. Me the lowest as I’m newb yet.Sent from TapaTalk
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In bms youtube channel there are basic handling falcon related videos like dofs switches.
Search for the pinkyandbrains thread and just read it has many video.
Also in youtube you will find zillion guides. Look a few if they have a playlist like continues lessons will help you get the beginners full idea.
Everything you can ask in pinkyandbrains and we all that know will try and help. Me the lowest as I’m newb yet.Sent from TapaTalk
Thanks Arty…
Stilll alot of questions the basics where ok i understood them but still i will need some tiny help. For example how to rig the Flaps and the Slats? Ok i will read carefully the manual of the exporter as well cause i have to learn how the menu and the whole thing works. But a little more help will be awesome! Thanks! -
for switches and dofs look at bms youtube channel.
Has the basic functionality.In the past I have posted some usefull links (probably in Pinkyandbrains thread https://www.benchmarksims.org/forum/showthread.php?7712-PinkyandBrains-Beginners-guide , or inside development section in e-HAF forum) I’ll see what I can recall and inform u.
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Wow, it works with v2014!
And from “…\AppData\Local\Autodesk\3dsMax\2013 - 64bit\enu\en-US\plugcfg”
to “…\AppData\Local\Autodesk\3dsMax\2014 - 64bit\DEU\de-DE\plugcfg”
.Thank you very much!
Best regards
Earlybite -
Most probably will work and with 2017 the same way.
The thing is if there are internal changes that affect the plugin.
Like measurements conversion and etc. So if incompatibilities exist there will be problems that you might not be able to spot easily.Worth a try though…
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That’s not the issue. It has to do with the Binary Compatibility of the plugins and the version of 3DS Max.
Here is a table showing what is compatible.
Regards
Dave -
So If I build it from my Vstudio 2015 it will be compatible with 3ds max 2017…
hmmmm where is the binary? :lol: -
Probably wouldn’t build straight away at least they haven’t in the past.
You have the binary
Regards
Dave -
hmmm probably you are right…
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Dave…
Latelly the exporter crashes a lot and i cant export the model im making. I use 3ds Max 2013 x64 and the exporter of course for this version. On Exporting the model as soon i hit the ok button the aplication crashes. u have any idea what may cause the crash? -
Not much to go on there.
Can you identify what part of the model makes the exporter crash.
Regards
Dave -
Dave…
Latelly the exporter crashes a lot and i cant export the model im making. I use 3ds Max 2013 x64 and the exporter of course for this version. On Exporting the model as soon i hit the ok button the aplication crashes. u have any idea what may cause the crash?I usually find that to be a material issue. For some reason, 3dsMax can get confused with materials at times. Here’s what I have done to fix it when it happens to me:
1. Select all objects (usually something recently added or changed materially)
2. Assign a blank (unused standard material) to all objects
3. Reassign the correct material to the objects
4. Export and see what happens -
I usually find that to be a material issue. For some reason, 3dsMax can get confused with materials at times. Here’s what I have done to fix it when it happens to me:
1. Select all objects (usually something recently added or changed materially)
2. Assign a blank (unused standard material) to all objects
3. Reassign the correct material to the objects
4. Export and see what happensDid that. It worked fine. But after 2-3 exports again the same, sometimes it just started to grow the model in poly/tris only when exporting it (meaning the saved model) and then crash… Only if i do select all of the “parts” of the model and do an “export selected” i have no problems. Maybe caus i have the dofs/switches as modifiers and not as seperate linked objects? Anyway even this way the model works fine all the switches/dofs etc… Anyway for me its ok just to select all parts and export them as 1 model. But im new to all theese and i wanna know if I do something wrong.
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Beside what is said above, a DOF or a Switch without anything linked to it will also
crash the exporter.Means you can nest the Switches/DOFs if necessarry, but the last child has to be 3D geometry.
Usally I export only selected objects anyway, and usally I use DOF and Switch helpers,
… not the modifiers. because it’s IMHO better to keep track of those helpers
and the objects linked to it. (looking at “schematic view” for example)Sent from my laptop using keyboard.
Cheers,
LS -
Just as lazystone noted, exporting selected objects is the way I operate as well.
If you are getting increased poly’s, it sounds as if you are somehow copying the model/parts of the model inadvertently.
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Since this exporter only supports 2010/2011/2012 and i have 3ds max 2014, would someone help me out with exporting a model for me?
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Supports and 2013.
Send it over and I’ll export it for u.Iirc it might work and for 2014 but u might have to manually place the files to the correct paths.
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Iirc it might work and for 2014 but u might have to manually place the files to the correct paths.
I confirm that it will work with 2014.
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