Crystal Space
Welcome, Guest. Please login or register.
April 20, 2014, 03:10:34 pm

Login with username, password and session length
Search:     Advanced search
8990 Posts in 2037 Topics by 7598 Members
Latest Member: Tarafigueroa
* Home Help Search Login Register
+  Crystal Space
|-+  Crystal Space Development
| |-+  Support
| | |-+  Using 3DS Max 8 for Everything.
« previous next »
Pages: [1] Print
Author Topic: Using 3DS Max 8 for Everything.  (Read 1364 times)
quinn paynter
Newbie
*
Posts: 1


View Profile Email
« on: February 22, 2006, 02:38:23 am »

Not sure if this has been covered, is it possible for me to make maps ect all textured in Max and import them into the engine? 2nd question was if I model and texture a model in max then rigg and animate it can I import that too, with animations and all? If so only bones or can it recognise Max's Character Studio biped? Thanks for any help.
Logged
dingobloo
Idle Extrordinare.
Global Moderator
Full Member
*****
Posts: 125


View Profile WWW
« Reply #1 on: February 22, 2006, 04:47:43 am »

For characters, that should be covered by the cal3d expoter (as CS utilises the cal3d library for skeletal animation) it should recognise all Max bone types, but i can't promise anything.

As for levels, the 3d studio max script from planeshift (which is in the CS cvs repo)  is capable of doing that (mostly geometry and texturing) but lacks some more advanced CS features.
Logged
Pages: [1] Print 
« previous next »
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.2 | SMF © 2006-2007, Simple Machines LLC Valid XHTML 1.0! Valid CSS!
Page created in 5.273 seconds with 15 queries.