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View Full Version : Tutorial: How to import/export OBJ models in 3DSMax


Seeadler
10-19-05, 01:45 PM
3DSMax v5.1

1. get the plugins
- Import plugin OBJ2MAX from http://www.habware.at/duck4.htm
- Export plugin MAX2OBJ from http://www.habware.at/duck4.htm

2. install the plugins
- copy Obj2Max.dli to \3dsmax5\plugins
- copy Max2Obj.dle to \3dsmax5\plugins
- the HLP files for these plugins goes to the same folder

3. import an OBJ model
- start 3DSMax, the plugins will normally load automatically
- select Import... from the File menu
- choose Wavefront *.obj as filetype and select the OBJ model
- now you see this import dialog, make the settings as in this screen
- type in the material file (*.mtl) created by Pack3D
http://foto.arcor-online.net/palb/alben/91/3063991/1152_6362616130393039.jpg
- select OK, also on the next warning dialog

Now if the model was loaded you will see that all faces are inverted, that's normal for Wavefront OBJ models, we must invert them again.
- select the model an convert it into "Editable Mesh"
http://foto.arcor-online.net/palb/alben/91/3063991/1152_3537656662333661.jpg
- now choose the Element selector and select the whole model
http://foto.arcor-online.net/palb/alben/91/3063991/1152_6131653633376336.jpg
- once selected scroll down the modifier panel to the "Surface Properties"
- click the Flip Button in the "Normals" section
http://foto.arcor-online.net/palb/alben/91/3063991/1152_3064393531626335.jpg

If you want to work with the textures, open the material editor
- pick a material group
- take the material picker and click with it on the model
http://foto.arcor-online.net/palb/alben/91/3063991/1152_6666383636653165.jpg

Now the material described in the *.mtl file from the models are loaded in the material group and you can work with this group
http://foto.arcor-online.net/palb/alben/91/3063991/1152_3035393036313636.jpg

4. export to a OBJ model
- don't forget to flip the faces again before exporting
- select the whole model and choose again the Flip Button in the "Normals" section
- convert the model back to "Editabel Patch"
http://foto.arcor-online.net/palb/alben/91/3063991/1152_3330613635666462.jpg

- select Export... from the File menu
- choose Wavefront *.obj and the location to export
- now you see the export dialog, make the settings as in this screen
http://foto.arcor-online.net/palb/alben/91/3063991/1152_3161373636336438.jpg
- if you changed the textures you must also select "use materials" and "create matarial library"

3DSMax v7.1
- install the Service Pack 1 for Max 7, get it here (http://usa.autodesk.com/adsk/servlet/ps/dl/item?siteID=123112&id=5663191&linkID=5573345)
- don't install any 3rd party OBJ plugins because the Max7 Service Pack comes with build-in OBJ plugins
- the import/export works in the same way as in Max 5

Max7.1 Import dialog:
http://foto.arcor-online.net/palb/alben/91/3063991/1152_3732356636653361.jpg
Max7.1 Export dialog:
http://foto.arcor-online.net/palb/alben/91/3063991/1152_3037346232383039.jpg

UBOAT234
10-19-05, 02:34 PM
Great!

Is most important the update?

if you have other tutorial is welcome... spec-sample uvw remap-tex

Best Regards

UBOAT234

Flakwalker
10-19-05, 06:36 PM
:ping:
Great help :) , now I understand why the models I did apeared invisible ingame!! :up:

Sansal
10-19-05, 07:16 PM
That's good for the 3dmax users.... and many thanks :up:

UBOAT234
10-20-05, 11:31 AM
A link for 3d max
http://www.tutorialoutpost.com/count/2481
http://www.huntfor.com/3d/tutorials.htm :up:

Flakwalker
10-20-05, 06:48 PM
Any tip on the .mtl export settings?

About scale, it seems the models are reduced 360 times (more less) of the 1:1 actual size. The Evarts Destroyer Escort is 89.5 meters in lenght and 11.1 meters on beam, the .obj is 0.227 meters in lenght and 0.033 meters on beam.

Seeadler
10-21-05, 02:26 AM
About scale, it seems the models are reduced 360 times (more less) of the 1:1 actual size.
Sorry I forget this, for some models who have this scale problem, put 1000 in the edit field for vertex scale in the exporter dialog to export 1:1 :)

Some other models don't need this i.e. the skydomes, they are scaled in the 3D engine :yep:

Flakwalker
10-21-05, 07:17 PM
About scale, it seems the models are reduced 360 times (more less) of the 1:1 actual size.
Sorry I forget this, for some models who have this scale problem, put 1000 in the edit field for vertex scale in the exporter dialog to export 1:1 :)

Nope, as you said is ok, exporting with vertex scale 1.0 works ok. What I mean is that if anyone make a non-ingame model the model can be done at 1:1 and then reduce them 360 times to get the right size ingame when exported using vertex 1.0. Of course I have to check other models to check if the value relationship is commonly shared.

Type941
10-22-05, 04:44 AM
May there can be a subsection for the Mods forum for tutorials like this? :yep:

martes86
10-22-05, 09:14 AM
There's already a little tutorials list in the mod list. ;)

UBOAT234
10-23-05, 07:30 AM
Hi for all,

I have need of tutorial and mini instruction base, for modify obj in 3ds.

I have installed 3ds 7.1... my first. Is a jungle of command...

Sigh! Is very demoralizing... My knowledge is down!

Bye
UBOAT234

Nefarious
10-23-05, 10:45 PM
Easy Question,

Ive searched every folder in the Silent Hunter III folder, where are the OBJ's?

Seeadler
10-24-05, 09:48 AM
where are the OBJ's?
After you export a DAT file with Pack3D you find the OBJ files in a \3D folder inside the folder of the selcted DAT file :)

Warhunter
10-24-05, 01:18 PM
how can I import the modified .obj file back into the .dat file?

For example: First I open "NOTM_T2.dat" with Pack3d, then select the 3dmodels tree, and click onto the "NOTM_T2". When I try to import a modified version of the NOTM_T2(T2 tanker main model) PACK3D tells me that the filetype can't be imported.

thx for help

XabbaRus
11-10-05, 04:50 PM
Do you have this plugin for version 4.2?