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Archangel35757

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Everything posted by Archangel35757

  1. Nice work @Asgarath83! Thanks for the contributions.
  2. Update: So I started writing the meat of the ROFF exporter code today. Hope to have more of an update soon.
  3. Try SimCloth3 v1.84 for 3dsMax 8 from Chaos Group (search for it on maxplugins.de)... better yet, here is the direct download link: http://www.spot3d.com/simcloth/files/simcloth3.rar They also made a "cloth mesh" object (ClothMesh v3.0) to use with it... get it here: http://www.spot3d.com/simcloth/files/SimCloth_2.53_for_3dsmax_R6R7.zip The source code for the plugin is here: http://www.spot3d.com/simcloth/download.html Note: All of these links are on maxplugins.de One question/concern I have is... how might this cloth object impact the bounding box of the player? What if you do a spin move near a wall or crate object, etc. and your cape collides with it?
  4. What 3dsMax Cloth plugin are you using?
  5. Sorry... it'll be a week or so before I can get to this.
  6. Good to hear the file is created successfully ...yes, the progress window hanging/not-closing is a known bug.
  7. @@DT85 -- you're using the max2010 32bit exporter?
  8. @@DT85 -- so is the exporter still churning out your total GLA? Did it finish?
  9. @@DT85 -- Got anything to show us?
  10. @@Asgarath83 -- Max5 is better than nothing ...so you can't import any files that are XSI v3.5 using 3dsMax5... perhaps that is why the one animation failed for you.
  11. @@Asgarath83 -- What version of 3dsMax do you use?
  12. Blender supports FBX import: http://www.blenderartists.org/forum/showthread.php?304646-FBX-importer-included-in-blender-ready-for-testing
  13. If the handplate is weighted properly in Max... and exports properly via XSI to Carcass then there must be some transformations in the FBX converter that are not being applied to it. You should not have to re-weight it differently in 3dsMax. @@DT85 Please post a pic from Blender to Ghoul2.
  14. Well IMO the FBX file should always be exported at 100%. For the case when we want to create a new GLA... (e.g., a new creature or vehicle) your converter will have to provide us with a scale option-- so we can set it to 0.64
  15. Is there no scale option directly from the 3dsMax FBX export dialog you can use?
  16. @@DT85 ...to address @@Xycaleth 's ravenism... use wonko's blender script to Ghoul2 to see if it has the same issues.
  17. @@Xycaleth -- Are you recursing down the bone tree from model root? Maybe something wrong there...
  18. Seems like that would lead to UVW stretching when the mesh stretches.
  19. Why would you want to scale individual bones?
  20. Export a 3 light setup on the model and do a text edit on an original dotXSI 3.0 to add the lights (@@minilogoguy18 and I did this back when I was working on the 3ds max exporter) and use the XSI Viewer to see if the UVW seams are visible. My hunch it's the conversion to Ghoul2.
  21. I just saw this... I also have the XSI Converter Toolkit Software, that along with the XSIFTK, should also allow for making a standalone XSI-to-Ghoul2 converter application. I'll email it to Xycaleth.
  22. @@DT85 -- That's what I was saying... they switched to UNICODE only format in Max2013 SDK. Amongst other major SDK changes. I'm sure a proficient coder could sort things out. Also, I have the source code for an MD3 importer.
  23. Sorry... no I haven't gotten back around to this yet... but it is still on my "To Do" list. Is there a pressing need to put this at the top of my priorities? I'll try and spend some time on it this Friday. @@DT85 -- Somewhere on my PC I have decent tutorial... I'll try to dig it up-- or just make a new one when I have a working plugin.
  24. Check this out for Max2014: http://getcoreinterface.typepad.com/ @@DT85. I think you'd do better to take Wonko's Python script and replace the Blender functions with equivalent 3dsMax functions and run the Python script natively inside Max.
  25. The hands do look a little arthritic... but that can be easily fixed.
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