ProfessorF Posted April 21, 2016 Share Posted April 21, 2016 (Sorry for all the problems lately, but you know how it is with end-of-the-semester project deadlines!) Anyway, for some reason the latest version of the 3DS Max => Babylon converter doesn't work anymore for skinned models. I think it has to do with scaling units. It used to work fine last year, but the latest version is broken. I'm attaching the .fbx file that I import into 3DS Max, texture, and the Babylon output that I get. Again, this used to work. We've tried all week to find a workaround, to no avail. Hispanic_MaleCm.zip Hispanic_Male.babylon Quote Link to comment Share on other sites More sharing options...
aWeirdo Posted April 22, 2016 Share Posted April 22, 2016 @ProfessorF Have you tried one of the older exporters? they can be found in the repository, just as a quick-fix so you can get on with your project atleast Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted April 22, 2016 Share Posted April 22, 2016 Here is an older version: https://github.com/BabylonJS/Babylon.js/blob/4480b5ab6cc205f4cc64bfc03a64799604ba1a46/Exporters/3ds%20Max/Max2Babylon-0.25.zip Other options: - You can use the fbx command line tool: https://github.com/BabylonJS/Babylon.js/tree/master/Exporters/FBX - Try to right click on your scene inside 3dsmax and turn off animations optimization ProfessorF 1 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted April 23, 2016 Share Posted April 23, 2016 Other idea: are you using babylonjs 2.4? It is required with the latest 3dsmax exporter ProfessorF 1 Quote Link to comment Share on other sites More sharing options...
ProfessorF Posted April 26, 2016 Author Share Posted April 26, 2016 Oh, I bet that's the problem. I will try upgrading my Babylon and let you know. Thanks Deltakosh. Quote Link to comment Share on other sites More sharing options...
Supermitch Posted April 26, 2016 Share Posted April 26, 2016 So far, I only tried to import the fbx file into 3dsMax 2016, but with no results. DO you have a clean 3dsMax file instead ? GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
Samuel Girardin Posted April 26, 2016 Share Posted April 26, 2016 You can import the fbx in max 2015. But if you look to my screenshot. Something goes wrong. Quote Link to comment Share on other sites More sharing options...
ProfessorF Posted April 27, 2016 Author Share Posted April 27, 2016 DeltaKosh, thanks!!! The latest version of Babylon fixed everything. Samuel, when you import into 3DS Max, you have to check the option for unit scaling=1.0 (I think it's set to automatic and you have to change it to cm for scaling=1.0) Deltakosh, are more than 4 weight influences handled now? Samuel Girardin 1 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted April 27, 2016 Share Posted April 27, 2016 Unfortunately no, we are still pretty limited by WebGL (The price for portability) Quote Link to comment Share on other sites More sharing options...
JCPalmer Posted April 27, 2016 Share Posted April 27, 2016 Yes, you can have variable # of weight influencers 1-8, on a mesh by mesh basis. DK really means that not from 3DS Max. Time to put some of your students to work on the 3DS exporter. Crack the whip! Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted April 27, 2016 Share Posted April 27, 2016 Yes sorry my response was unclear:) (And I completely forgot about the update done by JCPalmer :). I will update the 3dsmax exporter to support more weights one day) Quote Link to comment Share on other sites More sharing options...
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