3ds max 8 smd exporter

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dejawolf

Knight
well, this is how far i've gotten with this.
http://www.dejawolf.com/mountblade/MBexporter.rar

its an smd exporter for max 8.
using it is simple now. just select the mesh, and run the script.


you can adjust UVs, and vertices, but not create new ones. doing so will cause corruption of the meshes.
the models must be imported with Chris cooksons half life SMD importer v1.0
i'm currently trying to figure out what is wrong.
 
from a rigger's perspective, are you re-rigging the model after importing it into max?  If not, this is why you cannot add or remove vertices.  They are ordered and each one is assigned a weight value to each bone that influences it.  If you delete a vertex you lose that info, and it's not based on the numbered name of the vertex.

For you to recreate your own meshes, you would then have to re-rig the mesh.  This was possible way back (as I did it a couple of times back a few years ago), but now you can't do it.  I had stopped all M&B stuff for a year or so, and I can't seem to find my backups from that time.  I think the issue now is that you cannot export the bone structure anymore with the BRF editor.  If you could, you could re-create the rigging as you wanted.  For now you have to you the patch tools (such as the obj2smd.exe tool-do a search for it) to play with body meshes, and it's limited.

We need something that will take the BRF files and output the full SMD data.
 
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