3ds max exporter - multiple meshes
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- Gnoblar
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3ds max exporter - multiple meshes
Can i export multiple meshes that make up one model in 3dsmax using the ogre exporter.
If not, how do i join them all to create one single mesh?
If not, how do i join them all to create one single mesh?
- psyclonist
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Re: 3ds max exporter - multiple meshes
What's your definition of a model?zx99 wrote:Can i export multiple meshes that make up one model in 3dsmax using the ogre exporter.
If not, how do i join them all to create one single mesh?
You can create a single mesh by combining them in max prior to exporting.
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- batonrye
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the exporter supports sub meshes, right?
if you convert each mesh to an editable mesh, then in the modifier options there will be a feature to combine the curent selected mesh to another mesh. just reapeat untill all become one.
Simply using groups will not achieve this.
if you convert each mesh to an editable mesh, then in the modifier options there will be a feature to combine the curent selected mesh to another mesh. just reapeat untill all become one.
Simply using groups will not achieve this.
Jared
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- jacmoe
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I find that confusing - and time-consuming as well.
What I do is convert all to editable meshes and connect them into one before exporting, but that means that my modifier stacks will collapse.
After export I undo the connect/collapse so that I can continue to edit my level.
What I do is convert all to editable meshes and connect them into one before exporting, but that means that my modifier stacks will collapse.
After export I undo the connect/collapse so that I can continue to edit my level.
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- Goblin
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- jacmoe
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'Attach' is what I meant. (Been awhile since I used max)
That works well. As long as you undo the whole thing afterwards.
That works well. As long as you undo the whole thing afterwards.
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- batonrye
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- Halfling
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Sorry, i'm not really intro 3DS... I really identify myself as a coder, not a designer.
How can I get the attach button to work? After selecting all the meshes in the scene, all I can do is group or assemble, and neither of those options work for exporting the scene as a mesh composed of sub-meshes.
How can I get the attach button to work? After selecting all the meshes in the scene, all I can do is group or assemble, and neither of those options work for exporting the scene as a mesh composed of sub-meshes.
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- Halfling
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- Lexx
- Kobold
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it's two week late, but
"attach" method isn't only one way to get your idea worked.
you can use OgreMaxExporter (HEAD/ogrenew/tools/3dsmaxExport/OgreExport) to make your multimesh model in one .mesh file with submesh sections (and load it as like simple onemesh model). But this exporter doesn't support animation.
or you can use OgreMaxscriptExport(HEAD/ogrenew/tools/3dsmaxExport/MaxscriptExport) to make your multimesh model in separated .mesh files, but with one global .skeleton animation file (and load it to ogre as multimesh object with "shareSkeletonInstanceWith" technique). But you need to fix .mesh files, because they will be linked to separated .skeleton files. Just open .mesh.xml file, fix "skeletonlink name=" string (like skeletonlink name="global_skeleton.skeleton") and reconvert it back to .mesh file.
and my question:
is there some exporter, which allows to export all animation info (all bones config of skeleton) into one single .skeleton AND export multimesh object to one .mesh file? i'm too stupid for fixing OgreMaxExporter bone animation support...
"attach" method isn't only one way to get your idea worked.
you can use OgreMaxExporter (HEAD/ogrenew/tools/3dsmaxExport/OgreExport) to make your multimesh model in one .mesh file with submesh sections (and load it as like simple onemesh model). But this exporter doesn't support animation.
or you can use OgreMaxscriptExport(HEAD/ogrenew/tools/3dsmaxExport/MaxscriptExport) to make your multimesh model in separated .mesh files, but with one global .skeleton animation file (and load it to ogre as multimesh object with "shareSkeletonInstanceWith" technique). But you need to fix .mesh files, because they will be linked to separated .skeleton files. Just open .mesh.xml file, fix "skeletonlink name=" string (like skeletonlink name="global_skeleton.skeleton") and reconvert it back to .mesh file.
and my question:
is there some exporter, which allows to export all animation info (all bones config of skeleton) into one single .skeleton AND export multimesh object to one .mesh file? i'm too stupid for fixing OgreMaxExporter bone animation support...
- Evak
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sometimes you have to collapse the stack of the model your trying to start the attaching from. then you can use attach selected and pick from a list of meshes to combine them into one.
Another thing you can do inside your exporter (if your mesh is static) is to put the meshes in a static geometry group. Ogre will try and combine meshes that share the same static geometry group into a single batch, within the region sizes you set (the batches will be split on a per material basis internaly in ogre I believe.)
This way you don't need to attach your meshes in your exporter.
Thats the method I use with ofusion for static scenery anyway.
Another thing you can do inside your exporter (if your mesh is static) is to put the meshes in a static geometry group. Ogre will try and combine meshes that share the same static geometry group into a single batch, within the region sizes you set (the batches will be split on a per material basis internaly in ogre I believe.)
This way you don't need to attach your meshes in your exporter.
Thats the method I use with ofusion for static scenery anyway.
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- Gnoblar
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Rigging a model
Hi
I am doing a game for my final project of the way and have some models of characters.
The modellers left the project and do not know how to cheer them. Someone knows a good tutorial for rigging models in 3dMax?
I am doing a game for my final project of the way and have some models of characters.
The modellers left the project and do not know how to cheer them. Someone knows a good tutorial for rigging models in 3dMax?