View Full Version : Model Size
Danmar
04-07-2001, 12:00 PM
I'm having trouble getting my models to import in the right size. I can't seem to find anyway to scale them in S Modeler.
What I've done to date is import a 3ds model into Studio Max. I then merge in the Tommygun and scale the first model to roughly the right size. I cut out the tommy gun and export my model into 3ds.
But when I import it into Serious Modeler its humongous. Where am I screwing up?
D
Admir Elezovic
04-07-2001, 12:58 PM
Thing is that 3ds Max for some reason have by default strange sizing, we had same problems when exporting from Max to .3ds, i have to ask Petar our 2d artist (and person who knows Max more than i) what settings you need to set in Max so .3ds will be exported in normal size.
Admir
Phantomas
04-07-2001, 04:53 PM
Here is the way I do that,
open the modelscript and change size. Normally all 3Ds files have size 2.0.......I have scaled my AK down to 0.2 and it was OK. After you have scaled down the model in script use the button on the right to recreate the model, this should work for you :cool:
regards
Danmar
04-07-2001, 10:04 PM
Ahhh so it does. Thanks Phanto, now to just eyeball the proper size and placement. :( There should be a better way. Anyone know if MilkShape is planning a plugin for Sam?
D
Admir Elezovic
04-08-2001, 05:02 AM
Like Phantomas said, you can size model in script, for placement of attachment models check tutorial i wrote on
http://www.3dactionplanet.com/serioussam/stp/.
No idea about Milkshape, Davor is documenting model format which we will put online so anyone will be able to make mdl exporter/importer .
Admir
Phantomas
04-08-2001, 07:30 AM
just a question Admir,
do you mean that "we" can make a mdl-importer/exporter by ourself (coding and so....) or does it mean, that your great Team are working on a pluginn for 3Dmax and the other 3d-programms?
regards
Admir Elezovic
04-08-2001, 07:50 AM
Than means, you or anyone interested can make plugins.
Admir
Phantomas
04-08-2001, 09:12 AM
ouch..........eh.......C++..............hmmm!!!
Oh I hope that somebody can do this...I´ll surely not?
regards
Petar Ivancek
04-08-2001, 10:07 AM
Ok, here is what I came across when working with Max and Modeler. 3DS format has somekinda internal value sizes, which are not changed if you simply scale the mesh in MAX. When you export it, its original size will remain, thus appearing that way in Modeler. What you need to do, is scale the thing in Max to your desirable size and then use RESET X-FORM which can be found in TOOLS tab *its where the Polycounter is*. USe RESET and than collapse the stack in MODIFY tab. Don't know about the rotation tho. It has to do with MAx's weird coordinate system. Hope it helps
(Edited by Petar Ivancek at 4:11 pm on April 8, 2001)
Phantomas
04-08-2001, 12:53 PM
thanx Peter,
but I have skipped my idea with the modelbreaking stuff!
I tried again a whole mesh for the model and finally all is correct......it´s just (as admir and chilli said before) a correct attachment method how the polygroups are connected to the material Id´s of the surfaces. :cool:
Thanx again for that cuz I´m getting faster to work with MAx and modeler :cool:
regards
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