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3DS Max to SL help

Tybalt Darkfold
Registered User
Join date: 22 Mar 2009
Posts: 1
10-24-2009 01:49
Okay, so I've been trying to find a way to import models I've mad in the past. It was before I joined SL or heard of prim composer or anything like that. So any suggestions, tutorials etc that you guys got for me? I've made sure the models are seamless objects BTW so help if you can my fine friends!
Pygora Acronym
User
Join date: 20 Feb 2007
Posts: 222
10-24-2009 12:42
SL does not use any standard 3D mesh format. Apparently there will be meshes at some undetermined point in the future, but they are not an option right now.

First thing I would say is to get a solid understanding of the basics of SL 3D and texturing "in engine". Become familiar with the SL 3D philosophy. Things that artists take for granted in standard 3D applications are done differently, or not at all, in SL. Right now I am training 3 artists, two of which have about 20 years more experience between them than me, and they are starting at the same point as the new 3D artist when it comes to SL 3D.

Unless you somehow made the models in the correct format (seamless isn't a specific criteria, SL doesn't use STL) for generating sculptie maps off of you are going to need to work around the fact that your mesh data is not going directly into SL. How you do this depends on what the models are. Mechanical style models can use prims, while curvilinear/organic stuff can use sculpts. There are no general guidelines beyond this that I can give.

The good news is that it is possible you can use the models you made previously as references and/or proxies for baking. This is something I recommend doing in the training material I do for my company. you have already done this step!

I would then recommend watching the tutorials on the Prim Composer site. http://liferain.com/downloads/primcomposer/tutorials/ and then formulating specific questions for your project. "How do I make stuff" is sufficiently vague as to be answerable with infinite responses.

Once you have a handle on the theory behind building start a project. This is often the best way to learn. Things that you thought you didn't understand may become clear, and questions you did not know you had will manifest. This is a good point to ask your questions and get perspectives from the community. You can ask here, and there's a forum at http://liferain.com/downloads/forums/primcomposer-for-3ds-max/ specifically for Prim Composer builders.

Good Luck!
Mano Stenvaag
Registered User
Join date: 7 Sep 2008
Posts: 1
Interested to know.
10-24-2009 14:37
Yeah, could someone please answer to the topic? I really am interested in learning how to export properly and import to SL from 3D Studio Max. ( have been using v.9 ) If we wanted to know how to build in SL ( I do but its just not the same and kinda poor to say the least ), we would ask that I guess :)

I found a thread showing a method but even the 3D studio max seems a bit different so I guess its not 9 but also doesnt make full sence due to some changes I suppose. if anyone could at LEAST send a link with straight out method even if kinda complecated but fully updated and valid I would apreciate it. Ty :).
Dante Breck
Spellchek Roxs
Join date: 29 Oct 2006
Posts: 113
10-29-2009 09:24
Mano while you can build offline using the plugin offered at Liferain you still need to know how to build inworld as there are still limitations on what and more importantly HOW you do things to be able to port your builds from Max back into SL.
rosie Gastel
Registered User
Join date: 1 Dec 2006
Posts: 80
11-04-2009 19:11
the method for importing prims to SL is fairly simple, even if the syntax can get confusing. You build the model in 3ds using prim composer prims instead of regular 3ds prims. Just make sure you remember the limitations of sl prims and don't do things like adding a bend modifier to say a cube .... grins.

once you have the scene built, you open the PC menu and hit export, here you can tell it to export only the selected prims, or the entire scene, whether to include textures and whether or not to even bake them. Once thats done, you open up a dos window where you have maxport.exe (comes with the download of prim composer)

an example of the command would be

maxport -f rosie -l gastel -p me -m -i c:\prims\hat\hat.xml

-f is first name
-l is last name
-p is password
-m is main grid, can change this to t for the beta grid. there is a way to tell it to go to open sim aswell, but I can't remember that offhand .. grins
-I is input file with full directory list

now, I know it doesn't use xml files anymore, but I can't remember what it does use offhand

anyway, that will log you into sl, import and rez the prims and textures if you included any, set the repeats, offsets etc then log out when it's finished, at which point, you can log into sl yourself normally and look. the build is usually 5 odd meters above the ground infront of you.

if you're talking about importing arbitrary meshes into sl, simple answer, you can't. Best you can do is try and recreate them with sculpts and import that