Character Exporting from MAX

Dicussions related to your 3D art and getting it into Thinking Worlds.

Character Exporting from MAX

Postby RobbyD » Mon Oct 26, 2009 12:59 pm

Heres a quick rundown for how to get a character from MAX to Thinking Worlds.

As rule, we normally reset, delete any bones and skin modifier, and start again to ensure the character is 'clean'. Make sure nothing else is in the scene.

1. Delete all bones, make sure nothing else is hidden within the scene and the only thing present is the character mesh.
2. Reset the Xform twice:
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3. Collapse the Xforms after.
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Last edited by RobbyD on Mon Oct 26, 2009 1:04 pm, edited 1 time in total.
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Re: Character Exporting from MAX

Postby RobbyD » Mon Oct 26, 2009 1:00 pm

4. Make sure the scale and orientation of the model is correct. Import the scale_check.3ds model and take off ‘convert units’. Click ‘no’ on the animation option. Make sure the models are the same height and facing the same way:
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Last edited by RobbyD on Mon Oct 26, 2009 1:05 pm, edited 1 time in total.
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Re: Character Exporting from MAX

Postby RobbyD » Mon Oct 26, 2009 1:01 pm

5. Check the character is facing the right way and is the correct scale, delete the scale_check.3ds model and reset the xform twice. This will make sure no extra data is kept within the model.
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6. Now you are ready to add the bones. Create-Systems-Biped.
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7. Check the right amount of bones are on. For example, only two spine bones should be there. 3 fingers and 1 toe. Generally these are the only ones which need changing. This is extremely important. You can check the character document also for the correct bones.
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Re: Character Exporting from MAX

Postby RobbyD » Mon Oct 26, 2009 1:02 pm

8. Now set your bones to the correct position before applying the skin.
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9. Apply the skin modifier and add all the bones.
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Attachments
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RobbyD
 
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Re: Character Exporting from MAX

Postby RobbyD » Mon Oct 26, 2009 1:03 pm

10. Under advanced properties, change the bone affect limit to 4.
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11. Check the envelopes are correct for all the bones. This is important. Every bone must affect at least one vertex. Check the neck bone, bip01 and areas around the hips. Sometimes the feet/legs need adjustment too. You can change all these later on to refine your character.
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Now you are ready to export. Please see the Character Exportating document for more assistance.

Thanks, Rob.
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