PolyHertz Posted January 16, 2016 Report Share Posted January 16, 2016 3 days after I said the project was done, and Taros posts in the Blender applink threads inspired me to do a an update (*smashes head into desk*): https://dl.dropboxusercontent.com/u/4210886/3ds%20Max%20Applink%20v1.6a.mzp Now if "Auto Overwrite Old Mesh" is enabled, importing meshs from 3DC will result in them being put in their original layer groups and given back their original pivot positions. Quote Link to comment Share on other sites More sharing options...
PolyHertz Posted January 16, 2016 Report Share Posted January 16, 2016 Since I doubt anyones actually downloaded it yet, did a bit more on v1.6a. Heres the full list of changes from v1.6: -Meshs imported with 'overwrite old mesh' enabled will now; --Use old mesh layer. --Use old mesh pivot position and rotation. --use old mesh bounding box (without rescaling). --Use old mesh selection set. --Use old mesh Parent/Child hierarchy. NOTE: objects scale matrix, transform controllers, and modifier stack are NOT copied over. Fair warning in case you want to use the applink with a rigged mesh. Quote Link to comment Share on other sites More sharing options...
New Member ivanz Posted February 3, 2016 New Member Report Share Posted February 3, 2016 I've just downloaded this app - all works nice, excepting that 3dCoat doesn't create UV sets according to 3dsm materials, although I think it is supposed to do that, since it shows the list of such uv sets on import dialog. Is it expected behavior? (I'm sorry if i am asking about something obvious, but I've been searching for 'UV set' in this topic and haven't found anything.) Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted February 3, 2016 Reputable Contributor Report Share Posted February 3, 2016 I've just downloaded this app - all works nice, excepting that 3dCoat doesn't create UV sets according to 3dsm materials, although I think it is supposed to do that, since it shows the list of such uv sets on import dialog. Is it expected behavior? (I'm sorry if i am asking about something obvious, but I've been searching for 'UV set' in this topic and haven't found anything.) When exporting from 3D Coat, I just check "Export UV sets as tiles" when I have multiple UV's. There is a certain way to separate the UV sets per channel if you don't use tiles. The Applink automatically uses a Multi-subobject material it detects multiple UV's and assigns the appropriate maps to the different sub-material Quote Link to comment Share on other sites More sharing options...
New Member ivanz Posted February 4, 2016 New Member Report Share Posted February 4, 2016 Ah, I see, thanks! But I am rather talking about the opposite direction - I'm exporting FROM 3ds max TO 3DCoat, and my mesh is having multi/sub material and 3dcoat for some reason mentions these materials as uv sets on start (like, i see these 3 for a 3-element multi/sub material with materials named 'Base' 'Copper' and 'Banner'). However, after importing i can't see these UV sets in 3DCoat (actually, i only see one of them). So I just wanted to know if that's a bug or just a side effect of some sort. Quote Link to comment Share on other sites More sharing options...
Carlosan Posted February 4, 2016 Report Share Posted February 4, 2016 Are you exporting as FBX ? I have had similar issues time ago Import objects: materials listed as UV set names ? Quote Link to comment Share on other sites More sharing options...
New Member ivanz Posted February 4, 2016 New Member Report Share Posted February 4, 2016 No, I'm talking about applink (https://dl.dropboxus...plink v1.6b.mzp), which is using obj as a temp file. I didn't have any problems with FBX (well, I mean, all was going on as i expected with FBX), but i would prefer the applink for sure, just have this kinda unclear issue.UPD: You know what, this happens with the FBX exported from that particular scene i'm having issue with too. But then again I'm not sure, why 3DC prompts you to edit these UV sets and then just ignores that. Quote Link to comment Share on other sites More sharing options...
New Member Raul Diaz Posted March 10, 2016 New Member Report Share Posted March 10, 2016 So I took my old LW 5.6 model that was a college project. Imported it into 3ds max and used the new applink. Using the Collada presets I recieved a very nice smooth mesh, with no materials. So I tried every setting and recieved the same result each time. But then I used the exporter and took the input.obj file and imported it into blender. Poof! works great! So I exported without launching 3d coat and imported into blender. Now I just need to export into collada and import into 3d coat and everything works great! Just a few more steps but at least I have my models. Quote Link to comment Share on other sites More sharing options...
PolyHertz Posted March 10, 2016 Report Share Posted March 10, 2016 (edited) I'm going to assume you mean Corona (since Collada / .dae files aren't supported by the applink at all). For it to work you must have the Corona Max plugin installed (and preferably enabled), as well as have the "Import Materials" checkbox enabled in Maxs OBJ importer. Edited March 10, 2016 by PolyHertz Quote Link to comment Share on other sites More sharing options...
Reputable Contributor AbnRanger Posted March 10, 2016 Reputable Contributor Report Share Posted March 10, 2016 I'm going to assume you mean Corona (since Collada / .dae files aren't supported by the applink at all). For it to work you must have the Corona Max plugin installed (and preferably enabled), as well as have the "Import Materials" checkbox enabled in Maxs OBJ importer. I think he meant Collada, as that is a file format some use for LW export. He needs to stick with OBJ Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.