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Pleo Stuff => Pleo Hardware/Software => PDK, Programming, and code => Topic started by: InmemoryofRomeo on August 31, 2009, 10:21:38 PM

Title: PDK and 3ds Max
Post by: InmemoryofRomeo on August 31, 2009, 10:21:38 PM
Is anyone familiar with the 3ds max software? I loaded up the Pleo model today for a sticky but I've never worked with the shp_* commands before.
Title: Re: PDK and 3ds Max
Post by: justbede on September 01, 2009, 09:51:51 AM
I'm awful when it comes to 3d modeling s/w what's the model like ? good looking?
Title: Re: PDK and 3ds Max
Post by: InmemoryofRomeo on September 01, 2009, 08:01:25 PM
It looks fantastic: Here is a screenie with the wire frame removed and the transparency set to none.

Title: Re: PDK and 3ds Max
Post by: Dadio on September 01, 2009, 08:47:50 PM
 Maybe tomorrow I can get PDK and 3ds Max to work with?  :-[

It looks so  interesting but I haven't seen anything on how to get it?  :(

Thanks for your info!  ;) 8)
Title: Re: PDK and 3ds Max
Post by: InmemoryofRomeo on September 01, 2009, 09:12:47 PM
3ds max is veeery expensive, I wouldn't go buying it just for the sake of playing with the Pleo model although they do have a trial period I believe...
Title: Re: PDK and 3ds Max
Post by: InmemoryofRomeo on September 01, 2009, 10:49:38 PM
Woohoo I have my Pleo model moving ;D Now I just have to work out what to do with the .umf's ;)

Edit:
The .umf's don't seem to be exporting properly from 3ds Max however .csv's are fine :)

Further edit:
While .csv's can be used in conjunction with PAWN scripting to modify Pleo (permanently if desired) they can also be opened in MySkit and used in that manner (and in conjunction with YAPT). Why do this though? Simply because the 3ds Max model is sooo much more accurate than that provided with MySkit :) 3ds Max also has some very handy functions that MySkit lacks including the ability to edit Pleo using graphs and some other nifty things.

Anyways I have Lilo moving YAY!

Now to get the PAWN down pat so I can do something useful :P
Title: Re: PDK and 3ds Max
Post by: justbede on September 03, 2009, 09:05:13 AM
wow that really is a good looking model hope they use an official gui using that model for movement.
Title: Re: PDK and 3ds Max
Post by: allosaurus on September 10, 2009, 01:47:02 PM
It looks fantastic: Here is a screenie with the wire frame removed and the transparency set to none.


Here I go again, giving criticism to all who are in my path. ~_~'
I think the tail could be a little thicker (no offense, but at this point it looks kinda like a metal rod), and the toes seem a little "jabby,"(couldn't think of a better way to describe it XD) but it's absolutely perfect otherwise!
Title: Re: PDK and 3ds Max
Post by: InmemoryofRomeo on September 10, 2009, 04:51:47 PM
If it's good enough for Ugobe, it's good enough for me ;)
Title: Re: PDK and 3ds Max
Post by: Dadio on September 10, 2009, 07:48:38 PM
You gotta just love it Allosaurus!  ;)

Learn to loosen up a little and breathe! :)

Dadio  8)

Anal Retention KIlls!  >:D
Title: Re: PDK and 3ds Max
Post by: InmemoryofRomeo on September 10, 2009, 08:52:27 PM
*gigglesnort* Dadio :P

It could be tweaked of course Allo to suit yourself better, but the software would probably cost you a years allowance 0:-)
I would say its accurately modeled actually take a look at your Pleo and compare the tail width to head width... then look at the model... :) Also Pleo's toes are 'jabby' even in real life lol.

BTW you can see the detail better in the larger image, the shadows make it look a bit odd)
Title: Re: PDK and 3ds Max
Post by: Dadio on September 10, 2009, 10:11:12 PM
 ??? ???  "*gigglesnort* Dadio" what the heck is *gigglesnort*.  ???  ???

ROFL I don't know where you all get these expressions from but they're sure funny (LOL) ;D

Dadio  8)
Title: Re: PDK and 3ds Max
Post by: InmemoryofRomeo on September 10, 2009, 10:52:38 PM
Gigglesnort is when you laugh too much and snort :P Most effective when drinking a glass of milk ;D
Title: Re: PDK and 3ds Max
Post by: fancyfont on September 11, 2009, 04:01:55 PM
Snorting is better then having it come out your nose.  ;D
Title: Re: PDK and 3ds Max
Post by: Dadio on September 12, 2009, 07:08:18 AM
COOL!  8)

"Gigglesnort" it is then! ;)

I hate to wear laughter. ???

Dadio  8)
Title: Re: PDK and 3ds Max
Post by: arpruss on December 23, 2009, 11:10:35 AM
Can one maybe use Blender in place of 3ds Max?
Title: Re: PDK and 3ds Max
Post by: InmemoryofRomeo on December 23, 2009, 02:38:50 PM
I'm not certain, but as long as the rig and ugobe build tools can be moved over then you could. I daresay the rig isn't a problem but the build tool was designed for 3ds so I have no idea of cross compatibility.
Title: Re: PDK and 3ds Max
Post by: BauerMECH on December 26, 2009, 06:30:19 PM
Instead of 3dStudioMax, you might want to look into the possibility of using the FREE multi-platform open source "Blender".
http://www.blender.org/download/get-blender/ 
...worth checking out.
Title: Re: PDK and 3ds Max
Post by: DragonGirl on December 27, 2009, 05:33:41 PM
Gonna look into that.  Downloading now.
Title: Re: PDK and 3ds Max
Post by: DragonGirl on December 27, 2009, 05:50:43 PM
Basic problem.  Our PDK provides a .max file (a closed format) that Blender can't read.

Blender boards suggest - loading the trial version of 3dMax and export to .3ds
However, I get some reports that Blender won't always bring that format in properly.

Guys - Can we get .3ds version of the file tested on Blender?
I don't have the time to run this one down any farther today.
Title: Re: PDK and 3ds Max
Post by: zetathix on February 08, 2013, 10:44:33 AM
About .max that blender can't read is simply because of rigging. It uses spline (vector path) for rig neck and tail.

Not count that need of re-scripting a bunch of export scripts (*.ms) to python for blender.

So if someone can't clear all conditions above ... we need to be patient for a while. Or just stick with 3DSMax.

Hope this could help a little.
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