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Sevensheaven | 15 years ago | 14 comments | 7.0K views

Hi,

I'm the creator of BluffTitler's Bix character, and Michiel asked me to tell something about exporting 3D content from 3ds Max to BT.

It's actually quite simple:

1: Download the free Panda .X (DirectX file format) exporter plug-in for 3ds Max. You can find that here:

andytather.co.uk...

2: Export your 3D mesh from 3ds Max using the Export function and choosing the Panda X exporter from the drop-down list with available export formats.

3: If desired, change options in the subsequent Panda X exporter options window. Some form of compression is advised, because uncompressed .X files can become very large if your mesh is complex.

4: Import the .X file into BluffTitler.

Good luck and best regards from the Netherlands,

Metin Seven
www.sevensheaven.nl


sevensheaven.nl

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Hello Metin,
I notice the Bix model has bones that transferred over to the Direct X format. Are you aware of how they are utilized in Direct X? Have to assume they can be used if they transferred over on the export. Be nice if Michiel could use them to allow animation of a model using bones :)

Take care and thanks for the information,
Jose Burgos
www.burgosfx.com

joseburgos, 15 years ago

Hi Jose,

Thanks for your message.

To be honest I don't know if bones data can be transferred. Usually bones-rigged meshes in Max have a specific setup, especially regarding the mesh deformation, using specific Max tools for that, such as the Skin modifier.

As it has not been necessary to date to animate Bix (with the exception of some very limited animation) I have always manually modified the low-polygon base model of Bix for new poses.

Cheers,

Metin

sevensheaven.nl

Sevensheaven, 15 years ago

I too have modified the model for different "poses" and it would be nice if the points could be morphed with targets.

Anyway, the bones are there in your Bix character as I can see them. This would mean DirectX can use them since it is a .X file format I am looking at but how and how well is the question as well as, can BT ever use them?

Take care,
Jose Burgos
www.burgosfx.com

joseburgos, 15 years ago

Hi Jose,

I have never rigged Bix with bones, so if they are present someone else must have done that after my conversion of the model to an X file (Michiel?).

Regarding BluffTitler functionality: Michiel knows much better than I what's possible and what will be possible in BT.

Good luck,

Metin

Sevensheaven, 15 years ago

There aren't any bones in the bix model.

I once created an effect (a vertex shader) to make Bix walk, but that's a totally different technology that does not require bones.

Here's the link:

outerspace-software.com...

michiel, 15 years ago


How does Bix reflect in the letter B in this example?

puffd, 15 years ago

This particular image was rendered from 3ds Max using the V-Ray renderer, but I'm sure a real reflection is possible in BluffTitler.

sevensheaven.nl...

Sevensheaven, 15 years ago

I'm not so sure. I've been using Bluff and have been unable to produce a reflection in a letter like so. Any clues would be very helpful.

Anyhow, thanks for the response and Bix is so cool. I'd love to see him in a film. Awesome model!

puffd, 15 years ago

Thank you very much, much appreciated. The Bix character is based on a 2D pencil sketch by Mister BluffTitler himself: Michiel.

Sevensheaven, 15 years ago

Hello,

I'm trying to find a knight with a staph standing in front of a gate that opens and closes. Can anyone help with this? I'm also trying to wrap video around a spinning globe. I formed the video layer into a sphere and 3D in 3D and tried it that way but it didn't work very well. Any suggestions?

Riley

jriley, 14 years ago

Make sure not to use the characters [ and ] in your material names or else an invalid .x file will be generated.

michiel, 14 years ago


Hi all,
I've made a 3d model containing several submodels.
When i import it into BT, these parts are all over the place. some are even rotated.
I tried setting the pivot of all meshes to (0.0.0), put it all in a group, convert it to a mesh (to get rid of modifierinfo) etc.
Non of it seem to have any effect. Setting the checker in Panda "use local object space" does have an effect. It puts all objects in the origin (not by pivot, but by binding box or so). So, this is not much better.

Does anyone have a hint what i should do to get the model in BT as it is in Max? tnx ahead

Ralf_3DR, 13 years ago

Still trying to find a solution. To get rid of posible old 'stack-info' i tried .max -> .3ds >.x . (did not help.)

I checked the .X-file with a dx-viewer. This gave the same result as BT. So, as i expected: BT is doing a fine job at importing a crappy model :p

Still. if anyone can get me a step further..

Ralf_3DR, 13 years ago

oke, i fixed it...
for anyone stumbling on this topic with a simular problem;
i changed some of the checkboxes in the export-options. After doing the logical ones one-by-one, i changed several less obvious at once;
'use custom normals" , "topframe only" and uncheck "include fx file" are the suspects... i'm not sure which one it was....

Ralf_3DR, 13 years ago

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