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Max to Arma or MtA in short, is script for 3ds Max (>2013) which can be used for creating more complex & precise animations in Arma 3. Script is utilizing direct type animation transformations which are supported by RV engine since at least Armed Assault. Each frame in 3ds max is transformed to axis-aligned transformation which can be used in model.cfg. There are still some limitations with that tech here and there and some there might be still bugs in current version of script but they shouldn't be that major. Blender version of that plugin is planned although there is no ETA for it since I'm quite slow with adapting to 2.8 version. I would like to thank in this place Redphoenix for initial setup of script with basic UI - without it I would probably spend couple extra days figuring out Max UI creation. Another person that I would like to thank is Kiory which allowed me to use his rig for that example animation. Hope you enjoy that script and let your imagination go crazy 😉 Script, examples & complete documentation can be found here. https://github.com/reyhard/mta_animExporter
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1 Are there any plugins for 3d max to create a model in the program there? To create p3d file? 2 whether it is possible to do something for Lod editor 3d max? 3 As create surface for my model and add sound ? This cod for create my Surface? class CfgSurfaces { class Default {}; class test_concr_Surface : Default { access = 2; files = "concr*"; This name texture in RoadWay ? rough = 0.1; dust = 0.1; soundEnviron = "Concrete"; This sound for texture? As add new this sound? character = "Empty"; friction = 0.9; impact = "hitGroundHard"; } } As add this for my model? surfaceInfo="data\wood.bisurf"; rough=0.1;dust=0.1;bulletPenetrability=150; // distance in mm that a bullet with speed 1000 m/s go until it stops. Slowdown is calculated linear. soundEnviron=Empty;isWater=false;thickness=10 // not implemented in ArmAdensity=2500 // kg/m3, but it has actually no real value to ArmA engine too ambient[]={1,1,1,1}; diffuse[]={1,1,1,1}; forcedDiffuse[]={0,0,0,0}; emmisive[]={0,0,0,1}; specular[]={0,0,0,1}; specularPower=0; PixelShaderID="Normal"; VertexShaderID="Basic"; surfaceInfo="data\wood.bisurf"; This add in my concr.rvmat ? class Stage0 { texture="pr0_test\data\concr.paa"; uvSource="tex"; Filter="Anizotropic"; }; This text my concr.rvmat
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Hi folks. I'm working on my mod (fictional, somewhat sci-fi soldiers/faction) with will include a brand new uniform model created from the sample material as well containing some elements made from scratch. I want to make the new model fully compatible with vests and stuff from vanilla as well from other mods. Since something like 90% of the model is very much the same as the sample, I was able to use the "skin wrap" modifier in 3ds with lets you copy skin/rigging data from selected source mesh. This saved me LOADS of time, with I would need to spend on rigging the whole model. However, how can I import the already rigged model into o2? I got the model ready to export from 3ds Max 2014. Textures are done, I still need to do normal maps, but since I got all the source material it will be pretty quick. When I finish my mod I'm planning on releasing all the source material files so others can freely use my work. Please help. http://imgur.com/a/Nouh4
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O2 object naming for LODs when importing models
john_doe posted a topic in ARMA 3 - MODELLING - (O2)
Hi guys! So i just found out a pretty nice feature of O2 when importing/exporting FBX files (have not tested other file types). My workflow for creating a building in ArmA3 looked like this: Make model in 3Ds Max Export as FBX Import FBX in O2 Setup LODs Pack as addon Now the problem with this is whenever i change something to my model, i have to redo all my LODs in O2.. I was using a Building from the Arma 3 samples, as a guide to learning "Building creation" for Arma 3, and noticed that whenever i exported the O2 model (.p3d) as an FBX and imported it in my 3Ds Max, that all the names for the objects where different from the names in O2.. 3Ds Max: http://prntscr.com/axf6qb O2: http://prntscr.com/axf73s Now as you can see the ones in 3Ds Max are actually all the LODs from O2. So i thought okay cool it shows from which LODs they came, but the cool thing is when you follow these "naming rules" (couldn't find a official document for this, so if anyone has a link that would be great) you can already setup your LODs in 3Ds Max. When you export your model as FBX (haven't tested other types) and import it in O2, your LODs are automatically created for you! I am not sure what the exact rules are for this naming but it looks something like this: "objectname_lodname" "objectname_lodname_distance" (for LODs that require a distance) Again i have found no official rules here and i'm not sure if this is already known by alot of guys here, but i was pretty excited when i found out so i just wanted to leave this here ;) ~ JohnDoe