KinMa
May 18 2006, 02:11 AM
Hi guys!How are you doing!I'm a newbie need some help.I have built a low poly model in 3Dmax,and want to convert it into AM format for binding skeleton,I exported it as 3DS files first,but I found the model has some normals or smoothing groups problem when I import it by AM,the 1st image is AM viewport,2nd is 3Dmax viewport,please let me know how to fix this problem,thank you for your time!!
itsjustme
May 18 2006, 03:11 AM
It looks like there's quite a bit to fix, but it's hard to tell without a wireframe image, KinMa. It's tough to get a poly model into AM without having to do a lot of re-splining. I haven't had to import any poly models, but I'm sure someone else will respond with a list of do's and don'ts.
To flip a normal, select the patch that needs flipping and hit the "F" key.
Nice character, good luck on the project.
KenH
May 18 2006, 03:18 AM
3ds format saves are tri polys. That reaks havok in AM. Use the OBJ format. That brings in the uv co-ordinates too. If you don't have an import option for obj, do a search for it on the forum. Lots on there.
Cathos
May 18 2006, 04:50 AM
Welcome aboard. Nice looking model although I know what you mean about importing 3d files. A:M doesn't really play well with others some times. Although I'm gonna have to try the obj file thing.
the_black_mage
May 18 2006, 04:56 PM
yeah i've had this problem when testing with a simple ball! exporting in .OBJ works well though.
KinMa
May 18 2006, 09:52 PM
Thanks all!I'm going to try OBJ format,is this forum has any import obj plug-in for A:M,KenH?I had make a search,but unfortunately no result

......Can somebody post the install import obj plug-in link here?Thanks a lot!!
Paul Forwood
May 19 2006, 01:53 AM
I'm not sure but this may be the link that you were looking for:
LWO plugin
the_black_mage
May 19 2006, 02:16 AM
oh here i have it. you know how add plugins right ?
KinMa
May 21 2006, 09:16 PM
Thanks the_black_mage!Thanks Paul Forwood!It's useful!
MMZ_TimeLord
May 21 2006, 10:29 PM
Another thing about importing objects into A:M. They will be converted from polys (4 or 3 point) to spline patches. Therefore any polygon sides will suddenly be curved.
To get your model to look as it did before, you can select the whole model and simply press 'P' to peak all the splines.
I generally import, peak then make a single new spline somewhere off the model. Then I select my new spline and then use the little padlock on the right toolbar. This keeps you from selecting any of the splines in the model. Delete your new spline and then begin to rebuild your model with splines and patches.
This is easier for me than making rotoscopes and trying to work from them, because it's like having a 3D rotoscope.
Hope that helps.
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