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3DS Max Exprt Size issue

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france
Hello,
From a moment now, with TheGlue we are fighting a probem :/

As he work with 3DS Max and me on Blender (and sometime on Sketchup) he need to export files to a blender readable format (well, we use .3ds as is compatible with blender) but when I imported it, I hot a very small and bugged model :/
IMG_11092016_111012.png
IMG_11092016_103526.png

I hope you can help us :)

ASim
 
One of you have an incorrect scaling or is accidentally changing the scaling before export.
 
We both are in Meter; for him, the scales are right, so me, its small :/
Im am Blender, he is 3DS Max (both of his scenery are bad on by PC (VTSP and VTBS (not tested yet with OMAA)), I'm right now working on his groundpoly, and I'd like to avoid him getting and oversized/undersized model :/
 
Even if both your modelling programs are set to meters you still can have a scaling problem especially in Max.
 
ah, so it come from max? :) why does it export small models? and how to change that? :)
does my well scaled GP will have issue when I will give it to him?
Thanks for reply :)
 
I am reminded of an occasion in the Hitchhiker's Guide to the Galaxy when an alien battlefleet, fully armed and ready to unleash interstellar death, crossed the untold immensity of space to strike Earth. Owing to an unfortunate error of scale the entire fleet was swallowed by a small dog, and perished.

Look a lot closer at scale in the Max to Blender conversion. Especially look at the System Unit Setup in Max, rather than the Display Unit Scale.
 
I always marvel at how often we turn to the Hitchhiker's Guide to the Galaxy. It truly is an invaluable source of knowledge. I never travel without it or a dry towel for that matter.
 
Ha, that thing looks like a little pistol down by your guy's feet. Draw! j/k The scale issue is a common occurrence, you can establish a conversion aid fairly easily. For any transfer where there is a question of scale, make a one meter box as part of the model. When you get the model, immediately scale the box to 1 meter, then delete it. If you import to SketchUp, you can easily determine the scaling factor and it is probably consistent, so you could just set for that and forego the box.
When a scaling factor isn't available, I just add a SketchUp component avatar. I don't really even add it, I just invoke for placement, Sally or Mitch or whoever, adjust scale and repeat as necessary. Doorways are usually about 7 feet tall including trim, so you can go that route too.

If by "bugged," you mean that there are components scattered all over the place, that is another common issue. A solution is to use a different format, Collada is good if he can export to it. On your end, there are trial version .obj importers for SketchUp that work very well, both for scale and parts placement. Don't bother with the free ones however, unless you're luckier than I, they have as many or more errors than the .max to .3ds route.
 
Try FBX - Blender can export to FBX and 3DMax can import FBX
From Blender export not the complete Scene - only a few Objects per Export (if there more then 5 Objects in the Blender Scene).
One last thing:

blend_root

This is a object that will appear in your Max scene when you import this way. It looks like a little box, but "blend_root" is ALWAYS it's name. You need to select it, and delete it. Do NOT forget to do this! If you don't, and you need to import something later down the road, you'll get an error on import, because it will be trying to import a 2nd "blend_root" and I told you, all objects must have unique names!

Hope this helped.
 
Thank you very much =rk= and Sandra :)
we will apply your tips next time we'll test the transfer process (export/import)

Greetings, ASim
 
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