.max &.bip to irrlicht mesh
.max &.bip to irrlicht mesh
Hello Everybody.
Need your help really urgently!!!!
I have these 2 files (.max& .bip) and i need to export them in animated file that can be supported by Irrlicht.
What can you recommend?
Need help ASAP!!!!
Need your help really urgently!!!!
I have these 2 files (.max& .bip) and i need to export them in animated file that can be supported by Irrlicht.
What can you recommend?
Need help ASAP!!!!
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- Posts: 758
- Joined: Mon Mar 31, 2008 3:32 pm
- Location: Bulgaria
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- Posts: 758
- Joined: Mon Mar 31, 2008 3:32 pm
- Location: Bulgaria
Brrr... yey! You need some plugins for Max- PandaX, kWXPort or Blitz3d Pipeline. I`m sure they have given you a few .bip animation files and a few .max files and they made you create one whole sequence with transitions. Their usual test app is a simple character moving here-there on a plane, swicthing the animations via key input and some simple enemies and on... I can create the sequence for you in no time if you wish- just send me the files and I`ll send them back to you. In fact, you`ll be the third one which I help this way- I even created 60% of the app of the first, and almost the whole app for the second. Currently being in lack of time though... Where are you from? Ukraine? Bulgaria? Another third-party country?
"Although we walk on the ground and step in the mud... our dreams and endeavors reach the immense skies..."
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- Location: Odessa,Russian Federation
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- Posts: 758
- Joined: Mon Mar 31, 2008 3:32 pm
- Location: Bulgaria
Well, I believe everybody may need a hand in the very beginning, when things are still blurry. It`s all up to dedication. Plus I need to point out that my help was not used- what he did, he did himself, so don`t feel sorry for Ukraine.
"Although we walk on the ground and step in the mud... our dreams and endeavors reach the immense skies..."
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- Posts: 758
- Joined: Mon Mar 31, 2008 3:32 pm
- Location: Bulgaria
Try another plugin like: "kWXPort or Blitz3d Pipeline". Panda may export it right, if you know very well what messes those positions, so you build your models following those "rules", which is quite stupid. Just try another exporter. Should be fine...
"Although we walk on the ground and step in the mud... our dreams and endeavors reach the immense skies..."
shadowslair, thanks for your response
I have some problems with KWXPort too
Maybe .x is not good solution. Then I tried to find b3d pipeline on site onigirl.com/pipeline. I can't find max9 patch. There's post about version 0.8 compiled for 3d max 9 on their forum. But there is not url to max9_patch or version 0.8 on that site.
I have some problems with KWXPort too
Maybe .x is not good solution. Then I tried to find b3d pipeline on site onigirl.com/pipeline. I can't find max9 patch. There's post about version 0.8 compiled for 3d max 9 on their forum. But there is not url to max9_patch or version 0.8 on that site.
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- Posts: 758
- Joined: Mon Mar 31, 2008 3:32 pm
- Location: Bulgaria
You need to normalize the normals of your model if you rescale it in Irrlicht. Exporting with tangents... yeah, midnight killah...
Um, did you tried simply using the verison from http://www.onigirl.com/pipeline/ and it doesn`t work for sure? It is not that "special" plugin, not a patch, and it sould work on most Max versions without much headache. It should appear in the "export" list. If max fails to load the plugin at startup, then you have a problem.
Yeah, kWPort works with the correct settings, you just need some time to get them right. Depends on the way the model is created. I used to have some slight material issues with it. For skinned animations B3d pipeline works with "skin" modifier only, so not "phisique".
Um, did you tried simply using the verison from http://www.onigirl.com/pipeline/ and it doesn`t work for sure? It is not that "special" plugin, not a patch, and it sould work on most Max versions without much headache. It should appear in the "export" list. If max fails to load the plugin at startup, then you have a problem.
Yeah, kWPort works with the correct settings, you just need some time to get them right. Depends on the way the model is created. I used to have some slight material issues with it. For skinned animations B3d pipeline works with "skin" modifier only, so not "phisique".
"Although we walk on the ground and step in the mud... our dreams and endeavors reach the immense skies..."
My modelling knowledge is shallow
It doesn't work with 3d max 9. They write about version for 3d max 9( 0.8 ) on b3d forum. But there isn't that version.shadowslair wrote: Um, did you tried simply using the verison from http://www.onigirl.com/pipeline/ and it doesn`t work for sure? It is not that "special" plugin, not a patch, and it sould work on most Max versions without much headache. It should appear in the "export" list. If max fails to load the plugin at startup, then you have a problem.