ACK? Are you sure its not vapourware? :lol:
You can do all your creative work(other than game materials) in Max, then just send it to Gmax via .3ds format.You can import W3d files into Max or Gmax, the script language is the same, only more advanced in Max.Every one Ive tried Ive had no issue with.
For animation, just bake all your objects before export.Remember that .3ds only supports TCB rotations, and Max by default assigns Eular controllers, so if you want to export accurately, you will need to create a clone skeleton with TCB controllers to bake onto(unless of course you already use TCB).If you need help with a script to automate this process, Ive got one somewhere.Personally I use Character Studio, and then jsut run the script on it and export to .3ds, then rig it in gmax and export to W3d.
Also, a note on transferring UVs via .3ds, it is better to save the UVs to file from the Unwrap UVW modifier, than to export the UVs with the mesh.Exporting the UVs with the mesh causes corruption to vetice welds and UV seams.
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