3dsmax

Evaluating 3d splines exported from max in a C++ program

与世无争的帅哥 提交于 2020-01-14 14:54:31
问题 My C++ program requires access to 3D splines that have been constructed in 3ds Max (2011). I have found a simple maxscript that exports these splines as XML files - an example as follows: <spline name='Line001' knots='5' closed='true'> <knot x='-4.67297e-005' y='0.0' z='0.0'> <invec x='-0.000144482' y='-600.0' z='-1.52588e-005' /> <outvec x='5.10227e-005' y='600.0' z='1.52588e-005' /> </knot> <knot x='6.17511e-005' y='800.0' z='500.0'> <invec x='7.92357e-005' y='800.0' z='100.0' /> <outvec x=

How to implement camera pan like in 3dsMax?

末鹿安然 提交于 2020-01-11 04:51:05
问题 What are the necessary maths to achieve the camera panning effect that's used in 3ds max? In 3ds max the distance between the cursor and the mesh will always remain the same throughout the entire movement (mouse_down+mouse_motion+mouse_up). My naive and failed attempt has been trying to move the camera on the plane XY by using dt (frame time) multiplied by some hardcoded constant and the result is really ugly and uintuitive. The code I've got so far is: def glut_mouse(self, button, state, x,

3dsMax .obj export not including object name

末鹿安然 提交于 2020-01-06 07:43:12
问题 I seem to be having a problem exporting .obj files from 3dsMax. In the exported file, each object name should be prefixed with o at the start of the line as outlined here. Here is a sample of an exported .obj of a couple of boxes: # 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware # File Created: 10.01.2016 23:52:41 mtllib test2_selected.mtl # # object test2 # v 48.9796 0.0000 -5.8002 v 48.9796 0.0000 -33.2975 v 82.0623 0.0000 -33.2975 v 82.0623 0.0000 -5.8002 v 48.9796 28.3566 -5

.fbx Model grayed out can can't be edited

天涯浪子 提交于 2020-01-04 13:59:08
问题 I have models created with 3D Studio Max. When I save as .FBX and import into Unity 3D they become grey. What's the reason of this and how can i solve it? Also i have huge troubles with performance of model on mobile. What's the best approach to get app faster? 回答1: 1) all models gray- this means the texture was lost in the import. You can create materials and drag them onto the mesh. But Unity can import your max files directly, you dont have to export to .fbx. Maybe if you try that your

Git style backup of binary files

∥☆過路亽.° 提交于 2019-12-29 04:24:06
问题 I'm in process of integrating GIT version control system into 3ds max to control .max file versioning. I tested git with max files for several weeks and have found that it suites my needs, but, anyway, git is little bit overcomplicated for this kind of tasks. What I'm looking for is the program that works just like (well, almost) git, but: is naturally born windows program - git failed several times on my network shared folders and destroyed my binary max files. This is the main problem, and

Using Three JS exporter and JSON loader correctly

99封情书 提交于 2019-12-25 08:59:43
问题 EDIT: Originally models didn't even load but I fixed that so now the question is how to export models into js file with textures included in the file. The ThreeJSExporter.ms exporter is located in three.js-master\utils\exporters\max , designed to export 3d models from 3ds max to *.js files. It adds to 3ds max a window (see screenshot) which exports into *.js. ThreeJSExporter.ms window: As the window says it exports to three.js ASCII JSON format . For some reason these exported files don't

three.js not displaying all meshes

旧街凉风 提交于 2019-12-25 04:53:15
问题 weird issues with 3d max 2013 obj to three.js 59 rev, in my 3d max scene i have 5 objects , cubes ...Then when i import into three.js scene i now only have 3 cubes. also there pivot point shares to the middle of all objects: var loader = new THREE.OBJMTLLoader(); loader.load( 'models/cubes.obj') ; loader.addEventListener( 'load', function ( event ) { object = event.content; for(k in object.children){ group.add(object.children[k]); // console said there 5 objects } }); scene.add(group); Any

Convert 3D models to patent digrams [closed]

断了今生、忘了曾经 提交于 2019-12-24 23:37:01
问题 Closed . This question needs to be more focused. It is not currently accepting answers. Want to improve this question? Update the question so it focuses on one problem only by editing this post. Closed 4 years ago . I want to convert 3dsmax file to patent diagrams in different perspectives. I am new to 3dsmax, and i want to know if there is any method to export it to line drawings like the ones that is available in patents 回答1: A toon shader is typically used for this. Use the 'Ink 'n Paint'

Problems with pivot point of objects in Unity from 3dsMax

烈酒焚心 提交于 2019-12-24 11:41:37
问题 I'm trying to group some objects together in unity by creating new empty GameObject, zeroing its position, then dragging my children objects into it, my problem is that it's anchor position is far away from children positions, am I missing anything? please see the picture for clarification: Picture 回答1: You must set the pivot where you want, in 3dsMax and only then export it. It's a basic, well-known problem in 3D engineering and games. Regarding how to change the pivot in 3dsMax or other

How to implement alt+MMB camera rotation like in 3ds max?

偶尔善良 提交于 2019-12-24 00:43:48
问题 PREREQUISITES Let me start the question by providing some boilerplate code we'll use to play around: mcve_framework.py: from OpenGL.GL import * from OpenGL.GLU import * from OpenGL.GLUT import * import glm from glm import cross, normalize, unProject, vec2, vec3, vec4 # -------- Camera -------- class BaseCamera(): def __init__( self, eye=None, target=None, up=None, fov=None, near=0.1, far=100000, delta_zoom=10 ): self.eye = eye or glm.vec3(0, 0, 1) self.target = target or glm.vec3(0, 0, 0)