Here's the problem, it removes all of my animations. Is there a way i can fix this? Or is there another way i can remove the polys without removing the animations? Please can a mod not lock this thread until at least one person answers, i really need some feedback on this Back to top. Profile PM Email. Joined: 5th Jan I believe the DirectX mesh tool in MilkShape only imports the mesh and nothing else, so there is no answer as far as MilkShape is concerned. You'll need to find another program to import with.
Since I don't do that, I can't point you in the right direction. But someone will. Profile PM. Which is the obvious thing to do, i will see how that goes and shall be back Thanks for commenting xplosys! It'll only show the selected element. I just wanted to follow up here, any thoughts on my previous post? Thanks for the update! Best Regards,. Notice: updates available for Apache Log4j vulnerabilities.
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Filter by Lables. Crash 1 Build 1 camera 3 camera issue 1 camera projection 1 cameras 1 Chamfer 1 chamfers 1 Civil3D 1 cli 1 Client 1 cloth 2 cloth modifier 2 cloth simulation 1 Cloud 1 Collaboration 1 Color 1 Color Space Workflow 1 command bar 1 command line 1 commandline 1 compound modifier 1 Configuration 1 Containers 3 Content 1 conversion 1 convert 2 convert file 1 convert to stl 1 converting 1 coordinates 1 Corona 1 Corona Render 1 corona renderer 2 corrupted files 1 crash 8 crash report 1 crashes 8 crashing 3 Crashing on start up 1 Creating Shapes 1 cross section 1 curve editor 1 custAttributes 1 customise UI 1 Customization 3 Debugger 1 Decal 1 Defaults 1 Deployment 1 DESIGN.
Here is what's new:. Finally, I got MilkShape 3D 1. My regular job kept me too busy the last few months. This comes in very handy when using an external UV mapper and you don't want to loose skeletal information.
Then there is a new material mode, which will ignore the alpha channel on bit textures. Sometimes the alpha channel is used to encode a glossmap or similar. The Sims support has been updated with 4 new skeletons. GameStudio support has been updated to the latest MDL7 format. And now you can select multiple vertices and each one of them will be welded to the nearest counter-part. This is the full list:.
For RoadKill 1. I moved to Helsinki, Finland -- Monday, May 15 There was a lot to do for me in the past few weeks, so I couldn't answer all my emails right away. I moved to Helsinki, Finland for a year or more. From now on, everything is starting to get back to normal routine. The server is irc. Sometimes I receive emails from customers ordering at setSystems. I send out the codes every day and you should receive it within days after ordering.
When you do not receive the code within the next days, then it might have been filtered out by your spam filter by accident. Please check your spam filtered email folder or make sure that you can receive emails from mciragan gmx.
Anyway, you can contact me right after days and do not have to wait a week or a month to ask me for the code I want the code sent to you as soon as possible. File naming convention is standard GGS. And finally the hole number e. This bmp file defines the base hole layout fairway, greens etc. It is also used by the system to identify the surface type at any point on the course so that the appropriate action can be taken when the ball makes contact with this surface i.
Standard GGS Height map. This can be generated by the modeling tool when you have finished defining the terrain or you create one yourself using the air brushes in Photoshop. Why a Height Map when the 3d Model already contains height values? The height map is used by GGS to determine terrain height at any x,z coordinate on the course.
This information is required so that the golf ball follows the terrain when hitting or rolling on the ground. In order that the ball follows the terrain smoothly the height map must be high resolution. At least 2 million plus entries are needed which, if contained in the 3D model, would make the model impossible to render in real time.
A big advantage with using a 3d model as a base to render the terrain is that we can utilize a method known as Level of Detail. This method allows us to define more polygons where needed - as in complex terrain - and less where the terrain is more flat. In so doing, the 3D model only contains height values where polygon vertices's exist which, although ideal for rendering, is not fine enough to be used to determine terrain height in high resolution.
Terrain generation To create terrain you have basically two choices. You create the terrain in a gray scale map using the air brush tools in Photoshop. Depending on what modeling tool you use, these capabilities will vary. Vue 5 and WorldBuilder offer good terrain editing tools and are powerful enough to handle large high resolution terrain maps. MilkShape on the other hand can't handle such large high resolution terrains so it is not so suitable.
Here you will have to resort back to the Photoshop gray scale method. However, making terrain directly in the 3D modeling tool is still a somewhat complex and time consuming process so you may want to create the terrain in a simple graphics tool anyway.
If only to save time. If you make the terrain in the 3d Modeling tool directly then you will have to additionally export the terrain to a gray scale map 8 or 16 bit. So make sure the tool has this capability.
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