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4ds plugin for 3dsmax by Mr F

 
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lol200004

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PostPosted: Mon Jun 16, 2014 3:44 pm    Post subject: 4ds plugin for 3dsmax by Mr F Reply with quote

Do you get ready car export from 3ds max in 4ds?
"Dummy" in their places?
Someone has a version without bugs exports?

P.S. Sorry wanted to create a post in the topic "For those who model with 3DS Max", but accidentally created topic.
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lol200004

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PostPosted: Wed Dec 14, 2016 9:51 pm    Post subject: 4ds script v3 for 3dsmax fixing by komarovs_mappers Reply with quote

Hello! I am fixing bugs in script. Now the export dummy is working fine. You can now create cars and characters (like the shadowman). New update version named v3.
Attention! Many bugs still exist, sometimes not quite correct export.
Download: 4ds script v3 - original author "mr F" + "hd master" (fixed version by - Kirill "RocheTo" Komarov)

As for characters for the mafia, as follows:




1) Import the Skeleton from any of the character models Mafia, you High, if need be, and eyes. On the bone(dummy) tie part of the character.
2) a Custom hierarchy, then put the subtypes(the neck the subtype of all trgt=targetN; targetN subtype TRGN)
3) Create the mesh,but better, with a dummy "base" name(this is the basis of the entire skeleton to which link upper body and lower), placed it in the center of the pivot of the mesh of the character models(which are removed after import)

P. S. Although exporter not exported bones, the Mafia still any object, whether dummy or the mesh of the same name, will be considered as a bone.

As for character animation:

Use the skeleton of the dummy(they have custom bones ON) and run it through 5ds Converter, do not forget to run to convert the animation on each frame. You can also set the biped under the bones, animate




Example shadow a man with bones(dummy) and configured the hierarchy for those who will make characters. You only need to configure the subtypes, before export 4ds script v3
Download: Shadowman_bones_4ds.rar




komarovs_mappers
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