Looking For "boned" 3dsmax Models

[WHO]Them[WHO]Them You can call me Dave Join Date: 2002-12-11 Member: 10593Members, Constellation
<div class="IPBDescription">didn't find any with forum search</div> Excuse me if this has already been posted. I tried the forum search but didn't see any promising threads at first glance.

I was wondering if anyone has taken all the models and imported them into max and added a bone system as of yet.

I'm just now learning how to use IKSolvers and such in my 3d animation class and thought a heavy armor dude might be a good practice tool.

Comments

  • TresthTresth Join Date: 2002-11-03 Member: 5602Members, Constellation
    You can actually decompile your .mdl file using a random decompiler (*hint <a href='http://www.swissquake.ch/chumbalum-soft' target='_blank'>ms3d</a> hint*) to get the .smd files. There's a .smd importer (maxscript) wandering around the web, I can't name it, but you may try searching for it :x.
    Afaik it preserves bones, so it may suit you.
  • [WHO]Them[WHO]Them You can call me Dave Join Date: 2002-12-11 Member: 10593Members, Constellation
    well I couldn't find the smd importer for max. But I think setting up my own bone system is good experience too :/

    On a plus note, after about 3 hours of fiddling around with it, I finally have a solid method to add my own IK Limbs <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    Now I just gotta play around with limbs a bit more to figure out how the hell to get them rotating along the bone the way I want.
  • [WHO]Them[WHO]Them You can call me Dave Join Date: 2002-12-11 Member: 10593Members, Constellation
    edited December 2003
    <EDIT> Fixed my own problem, I was just being stoopid </EDIT>

    <a href='http://them.clanwho.com/files/puppetheavy.zip' target='_blank'>http://them.clanwho.com/files/puppetheavy.zip</a>

    Meh, if anyone wants it, there's a heavy using a "puppeteer" method of bone control.

    Any advice on how to make it even easier to use would be appreciated.
  • TalesinTalesin Our own little well of hate Join Date: 2002-11-08 Member: 7710NS1 Playtester, Forum Moderators
    Why not just remake the skeleton and bind it? Not sure about 3DSMax, but for a detailed, fully-rigged (IK, driven keys, locators, etc) skeletal system under Maya for a model of such low detail, it'd take about an hour. Basic skeletal and IK wouldn't even take ten minutes.
  • Siberian_DingoSiberian_Dingo Join Date: 2003-01-15 Member: 12326Members
    edited December 2003
    try this
    this is a smd importer. it will import the models, the textures, and the animations. you just have to uncomple the model


    <a href='http://www.bellenfant.com/~bodkin/SMDImporter.mzp' target='_blank'>SMDImporter.mzp</a>
    put this in your max scripts directory
    them select the last tab in that menu to the right(has a little hammer) then click run script

    i used this same script to make thins render in 3ds max
    <img src='http://www.bellenfant.com/~bodkin/com.jpg' border='0' alt='user posted image'>
  • [WHO]Them[WHO]Them You can call me Dave Join Date: 2002-12-11 Member: 10593Members, Constellation
    thx guys <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • TresthTresth Join Date: 2002-11-03 Member: 5602Members, Constellation
    Yeah, Siberian Dingo, that's the smd importer I was talking about <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
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