Tutorial on importing/exporting models with 3DS Max

Finish a new model/mesh? Got something you're working on? Finish a new map? Here's the place to post it for feedback and whatnot.
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RunningRiot




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Tutorial on importing/exporting models with 3DS Max

Post by RunningRiot »

First get the obj2max and max2obj plugins from the files section of this site.
  1. 1. When exporting models from HMT, select "Yes" for exporting with zero surface area.

    2. Select "Wavefront object (.obj)" in the inport dialouge of 3DS Max.
    Inport as a single object, and select normals, texture and smoothing. Make sure that the vertex scale is 1.0(you can make it 100 to allow easier manipulation, but you must scale by .01 when you export).

    3. Agree to any errors and edit away! Only move vertexes around, don't add or remove them.

    4. Again, select "Wavefront object (.obj)" from the export dialouge. Save as a diffent model name than the imported model.

    5.Desect all options except "Relative vertex numbers" and scale the model appropriatly to cancel out any scaling you did at the beginning(for easier editing in 3DS Max). Make sure there is 8 digit precision.

    6. Open the modified model in a hex editor (don't worry, its easy). I used Hex Workshop(www.google.com), but I'm sure that any other hex editor with a "Find and Replace" command will work.

    7. Replace every hex byte "0A" with "0D0A" and every "2020" with "20". This formats the vertex list correctly(if in you import as is, the dual spaces(the "2020" byte) will cause HMT to interpret the x coordinate to be "0" (since there is nothing between the 1st and 2nd space) and shift the x to the y coordinate and the y to the z coordinate, effectively rotating and flattening the model.)

    8. Now, open both objs(original and modified) in a text editor(like notepad). Copy every line thats the format "v *.******** *.******** *.*******" in the modified obj to their corresponding lines in the original model. This simple workaround is taking the original, correctly formatted model and replacing only the vertex list with that of the modifid model. The indices, normals, texture maps and everything else stays the same.

    9. Save and close the original(now modified) model

    10. Open HMT and import the original(now modified) model
There you, 10 easy steps to use 3DS Max to edit your models! Have fun!

-RunningRiot
Wraith





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Post by Wraith »

Nice job, RR! How long did it take to figure it out after I left? lol.
RunningRiot




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Post by RunningRiot »

Not long. Probably about 10 minutes. I just extracted my injected model, saw a long column of zeros, and instantly saw the problem.

This could have been done easily a long time ago, but now, thanks to HMT 3.5(three chears for Monoxide_C :) ) we can import them.

-RunningRiot
FUZZ





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Post by FUZZ »

wow that is very smart of u. I have had probs injectin with 3ds for a long time. a mod should sticky this because you discovered something no one knew. I give u props. u have definateley made modeling injection easier for me
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G0DF47H3R





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Post by G0DF47H3R »

Thanks for posting this. I just got 3DS Max 5 and now have some direction. Thanks again.
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d3f





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YAY, someone made a tut on my tools post! YAY

Post by d3f »

i figured someone would come along and make a tut for it.

d3f
BossGordon





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Post by BossGordon »

ok Man i have a huge prob lol well i did all you said and now all i get is some really huge models whats up with that?
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Ironahand08





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Post by Ironahand08 »

does this work for gmax too??
Dan The Man





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Post by Dan The Man »

It should, their made by the same company and are similar. though gmax opens different files.
Wraith





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Post by Wraith »

BossGordon wrote:ok Man i have a huge prob lol well i did all you said and now all i get is some really huge models whats up with that?
You must've done something wrong...
CrispySpartan





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Post by CrispySpartan »

Damn, RunningRiot, I had no idea :)
(well, a little idea...)

Any progress on arbitray models yet?
Although that is is way too much to hope for...
{IAS}Bunkerking





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Post by {IAS}Bunkerking »

theres only one for ver. 4
MC117





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Post by MC117 »

this is awesome man! thanks !!!
RunningRiot




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Post by RunningRiot »

Well.. I've had High School standardized exit tests this week (TAKS tests... pain in the ass but easy as hell), so I haven't really got a chance to work on anything else but sleeping and homework... but I'm gonna investigate it... sometime later.(Next week I have State Theatre, Science, and Computer App competition, plus a few AP tests... so probably not next week either).

But I will work on importing brand new models(not edited existing models) soon.

-RunningRiot
Seki Ryuu




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Post by Seki Ryuu »

ok...im having some problems

when i imported the model, it said that there was an error rendering in HMT

i think i screwed up either on the hex or the text editor part

1) in hex workshop theres "20 20"....well, if u replace that with "20", its still "20 20"....so that doesnt make any sense

2) in the original model in notepad, its neatly set up:


v 0.00009494 -0.00000000 0.00080890
v 0.00045563 -0.00003436 0.00062427
v 0.00009495 -0.00004676 0.00080889
v 0.00011214 0.00000000 0.00086308
v 0.00011214

but in the modeled one, the stuff is just randomly placed in it.....
Seki Ryuu




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Post by Seki Ryuu »

uhh....sry for the double post but

(Edited by Admin) abusive language
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