Author Topic: Help with Model  (Read 2391 times)

So, I made this sword model and added an attack animation to this model. The thing I need help with is actually getting it work. I've searched the forums for some help with this but I can't find any for the program im using.

I am using 3DS MAX 2012 and have blender installed just incase I need it
I need help basically making it work with blockland. I have heard something about mountpoints, not really sure how they work. I also need to know how to make animations work with it. I am not a scripter so if you can help me with that as well please do.

This is my first model and Probably won't release it unless I get good feedback.

Animation - http://www.youtube.com/watch?v=-BhjkLGzZQU



I DO REALIZE I JUST PUT THIS IN THE WRONG SECTION. SORRY.
« Last Edit: April 27, 2011, 09:26:07 PM by DarkStride »


Okay, i'll give this a whirl.

None of my exported models from 3ds max work with blender.. Awesome..

« Last Edit: April 27, 2011, 10:44:16 PM by DarkStride »

You should probably try searching for stuff on the GarageGames website, they may have something on this, or try asking Kaje or Packer, I surely know that they use 3dsMax too.

http://forum.blockland.us/index.php?topic=66763.0
Follow this, but with what applies to 3ds.
That wont work at all

You'll need to get a working exporter if you want to get from max to blockland smoothly:
Just as a followup post; the starfish that was trying to make people buy his exporter has reopened his public file system. The file system contains most of the exporters.

There is a working max 2010 exporter on there (tested it yesterday)

Everything else you need to know to export is located in several pdf's in the file system. If you can't find them, you're not smart enough to be using max anyway.

I've got no idea if the exporter works for 2012, but it's good for 2010 + 2011, so it might.

The mount point of a model is one of several weapon nodes. In 3ds max you add these as dummy objects, giving them a name corresponding to the node ingame. E.g. your mount point dummy object is named "mountpoint", the muzzle point "muzzlepoint", etc. If the exporter doesn't work for 2012, you're pretty well stuffed. If the exporter does work, it's pretty straight forward. It'll auto create bounds, the required detail level, and the weapon nodes (which you then have to move appropriately).

I sure as hell wouldn't be trying to use 2012 for an indie game though. The guys at garagegames only just caught up to fixing the 2010 exporter for 2011.
« Last Edit: April 28, 2011, 07:42:36 AM by ßoltster »


The mount point of a model is one of several weapon nodes. In 3ds max you add these as dummy objects, giving them a name corresponding to the node ingame. E.g. your mount point dummy object is named "mountpoint", the muzzle point "muzzlepoint", etc. If the exporter doesn't work for 2012, you're pretty well stuffed. If the exporter does work, it's pretty straight forward. It'll auto create bounds, the required detail level, and the weapon nodes (which you then have to move appropriately).

I sure as hell wouldn't be trying to use 2012 for an indie game though. The guys at garagegames only just caught up to fixing the 2010 exporter for 2011.

By dummies you mean bones correct? If not what section can I find dummy blocks in?

I will try this exporter and I haven't noticed any major changes in 2012. Look pretty much the same as 2010 really..

EDIT : Can I have the bone for mountpoints moving, or will that cause problems?

By dummies you mean bones correct? If not what section can I find dummy blocks in?

I will try this exporter and I haven't noticed any major changes in 2012. Look pretty much the same as 2010 really..

EDIT : Can I have the bone for mountpoints moving, or will that cause problems?
Not bones, dummy helper objects.

And no, you can't have moving nodes as far as I know. Have you actually installed the exporter yet?
« Last Edit: April 28, 2011, 07:39:26 PM by ßoltster »

Okay thanks and no I have not installed the DTS exporter yet. There isn't a self extracting or installer in it. I tried looking for the area to put in the plug-in part but found nothing with that name. I tried the directory, the folder I made before installing and appdata and nothing by the name of plug-ins showed up.

Again i'm new to this and thanks for helping me figure this out.

Okay thanks and no I have not installed the DTS exporter yet. There isn't a self extracting or installer in it. I tried looking for the area to put in the plug-in part but found nothing with that name. I tried the directory, the folder I made before installing and appdata and nothing by the name of plug-ins showed up.

Again i'm new to this and thanks for helping me figure this out.
You should probably go for a lower level modeling program if you're completely new at this. It's only going to get more complex from here on in.

The files from the .zip go in the same named folders in your max directory. Then you have to enable the plugin in max. There are ample tutorials on the net for doing this.

Actually the readme has how to enable it:
Quote
With Max open click on the menu "Customize" and
select "Customize User Interface". Then click on the
Toolbars Tab and change the category to "Torque".

You can now drag the Torque DTS Utility icon from
the window onto any open toolbar in your work area.
« Last Edit: April 28, 2011, 10:56:12 PM by ßoltster »

Honestly. I just have to learn this once. I have used this program before in making animations but never add-ons. So far I thank you a lot for all your help.


Okay I got it working. I now have the fancy button.


And I also added the dummy block named mountpoint. Sword was moved in the animation just to make sure that looks right. Does it need to be parented to the model?



I'm also going to assume I need to do something in order to get animations to work.

From here I can't help you, because I don't have access to max and can't remember where everything is (should have my comp fixed soon).

What I do remember is that there are weapon presets for the nodes. You have to select the preset for "weapon", which will add a mountPoint, muzzlePoint, and ejectPoint (you can probably delete this one). It'll automatically parent everything.

I didn't have a look at the animation options, but it should be pretty straight forward. You'll have to specify what frames the animation runs on and give it a name - it probably uses dummy objects too.

Everything else can be figured from trial and error. It took me around an hour to get the exporter fully working last time I tried.

What I recommend you do first is just try to quick export it, and see how it turns out. It's important you just get the shape exporting now, then you can build on that.
« Last Edit: April 29, 2011, 03:22:28 AM by ßoltster »

Alrighty, thanks for helpin me out.

EDIT : Whaaat. This pops up when I hit quick export after it gave me the nodes (Which is awesome).
« Last Edit: April 29, 2011, 08:42:04 PM by DarkStride »

Alrighty, thanks for helpin me out.

EDIT : Whaaat. This pops up when I hit quick export after it gave me the nodes (Which is awesome).

In the top right (?) corner of the exporter somewhere, there should be a button to bring up the exporter console log. Have a look at that and post what it says if you can find it.

I'm installing max on my eeepc to have a look. I won't be able to export anything, but atleast I'll have the interface to reference from.
« Last Edit: April 29, 2011, 10:11:25 PM by ßoltster »

I'm not seeing a console thing anywhere on the exporter's interface

Wait, you are running 32bit 2012, riiight?