| Problems with 3DS
Export I have encountered I'd like to mention a couple of problems I have encountered which are almost certainly down to my old copy of MAX 2.0 being twitchy with 3DS export, which is why I'm placing this note on a separate page. I have found that when exporting as 3DS that some of the meshes are moved out of position (something about which that at least one website states "If this happens then you must be using MAX 2.0 or earlier") and some meshes (which have been created by mirroring another mesh) have inverted face-normals and appear inside-out. Both of these problems are solvable in OPTech as positions can be changed and face-normals flipped, though it is better to flip face normals before import so that the wire-frame view is correct as well. I have been informed, by Corwyn Kalenda, that this is still a problem even with later versions of 3DS MAX so this page may be useful even to those of you who have decided to use more up to date software. From his experience MAX 4.1 and even MAX 5 suffer from the same sort of problems, and this is caused by MAX maintaining "a number of extra bits and pieces of information" when various common operations (including mirroring and rotating meshes) are performed. These extra bits of information seem to be used within MAX and when saving as a MAX but when the model is exported as a DXF or 3DS this extra information is not used (or not used correctly). Using my Strike Cruiser model which I knew had these
problems I tried reimporting the 3DS into MAX to see what
it looked like in there and found that the meshes (three
turrets and two of the engine blocks) whose face-normals
were flipped when viewed in the other packages were
displayed as inside out in MAX as well but the bow-mesh
that was displaced when viewed in the other packages was
in its correct place. This is probably just me but if it isn't then I should share the four solutions to the problem I managed to find, which is used depends on the situation. As has been suggested by Corwyn Kalenda the first
thing you should do is to select all the meshes in the
scene and then use the Make Unique button which
in MAX 2.0 (and 3 and 4) is found just under the modifier
stack (the list of what modifiers, such as taper or bend,
have been applied to the mesh). This will make all meshes
in your scene independent seperate objects rather than
any of them being linked to another as a reference or
instance of that other mesh. The first solution I tried was the simplest if you
have done the texturing (or at least some of it or, in
the case of complicated meshes, have been using material
IDs to "bookmark" what part is what) and if not
many of the meshes are displaced when imported into
OPTech via 3DSOPZ. Second solution is the simplest if you have not done
the texturing or it doesn't matter if you lose the
material IDs. Third solution is a little fiddly but seems to work,
preserves the texturing, and allows you to move the
displaced meshes in MAX rather than OPTech. A fourth solution had also presented itself but Corwyn Kalenda has suggested what would probably be a more direct means of achieving the same goal. In the Heirachies tab there will be buttons labelled Reset: Transforms and Reset: Scale which will, as their names suggest, re-allign all the pivots so that meshes that have been rotated / moved / etc. will be stored, as Corywn Kalenda says, more like "a mesh centered around x,y,z that has not been transformed" rather than as "a mesh centered around 0,0,0 and translated to x,y,z". This clears out the extra information that does not translate when the model is exported and replaces it with information that does. However when I tried this on my Strike Cruiser model I got strange results with meshes having vanished or been strangely affected. Therefore I am still listing my old method which worked for me. I had begun to wonder why a DXF would work but a 3DS
would not. This seemed vaguely similar to how if you want
to strip unwanted formatting from text that rather than
pasting it directly into WinWord you could instead you
could paste this text into Notepad to reduce it to plain
text before copying and pasting this version. I wondered
if a similar thing was happening with the DXF and that as
this is in some ways the modelling equivalent to plain
text (a format with minimal information) that whatever
was causing the problems with 3DS export was being
"cleaned" from the model when it was saved as
this. |