Product Chat (Early Access) / [SOLVED] 3d modeling and animation!

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xlghostlx
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Posted: 17th Nov 2022 12:00
I remember the old days of FPSC where only fragmotion was usefull open .x model... Now i've to ask if i can use blender to model and animate objects and then import them into GG Max, and if it supports well .fbx format

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Monkey Frog
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Posted: 17th Nov 2022 16:54
MAX supports FBX, GLB/GLTF, OBJ, and X. Standard animations, like opening doors, etc., work fine (both keyframed and bones when used like in hard-surface animation). Character animations (rigged, boned characters) are an issue if not exported to the X format due to an issue with the importer that's being invested even as I type this.

BTW - I use Blender for my work and use it daily for creating models to import into MAX. I almost exclusively use FBX for this.
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xlghostlx
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Posted: 17th Nov 2022 21:27
Quote: "MAX supports FBX, GLB/GLTF, OBJ, and X. Standard animations, like opening doors, etc., work fine (both keyframed and bones when used like in hard-surface animation). Character animations (rigged, boned characters) are an issue if not exported to the X format due to an issue with the importer that's being invested even as I type this.

BTW - I use Blender for my work and use it daily for creating models to import into MAX. I almost exclusively use FBX for this."


Thank you, for weapons is the same? Only .x format is supported? So i must use 3ds to export in .x? Because fragmotion is so outdated...
Monkey Frog
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Posted: 18th Nov 2022 05:02
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Or we wait for them to fix the issue with the importer ... they started to look into it today.
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OldFlak
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Posted: 18th Nov 2022 14:55 Edited at: 18th Nov 2022 15:02
@xlghostlx
Blender 2.79b has .X exporter and works fine in MAX.

For me FBX is not so good in MAX - they never come in right, so have to use the importer to correct which is cool, but they go weird again when trying to move then via script.

So anything animated I use .X, and static I use obj - which also work fine when moving via script.

OldFlak....
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