• Which the release of FS2020 we see an explosition of activity on the forun and of course we are very happy to see this. But having all questions about FS2020 in one forum becomes a bit messy. So therefore we would like to ask you all to use the following guidelines when posting your questions:

    • Tag FS2020 specific questions with the MSFS2020 tag.
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3DS sample object

Roger that. It is far more addictive then Gmax, so beware. Watching some tutorials on it, if you want to see how it goes, really helps. There are tons of tutorials on YouTube. I can post some if you like.



Bill
 
Hi Bill,

Do you still have an aircraft model on offer to test with? I think I have the 3DS import working now and even linked animations seem to work fine. But the best test of course is to try a real aircraft :).

If it is easier, I can also supply you the version to test with.
 
I didn't think that .3DS files could contain animation information? Does GMAX support that?
 
Hey Tom,

I just moved up to 3DS Max.

Arno, I'll send it via email. Will just the 3DS file do, or do you need all the textures?


Bill
 
Hi Tom,

Yes, Gmax can import animations from 3ds files as well. That's why I am trying to update modelconverterx for that feature.
 
Hi Tom,

Yes, Gmax can import animations from 3ds files as well. That's why I am trying to update modelconverterx for that feature.
Am I to understand that this would also preserve the actual hierarchy of the model as well? If so, that would be marvelous!

The present behavior of attaching all of the objects by "DrawCall" makes working on a migrated aircraft model much more of a chore than it could be... :D
 
Hi Bill,

I don't think that would be completely solved. Non animated parts are still collected by drawcall in the MDL file. I can't undo that.

But for animated parts the hierarchy should be kept indeed and they will be separate objects.
 
Hi Bill,

I don't think that would be completely solved. Non animated parts are still collected by drawcall in the MDL file. I can't undo that.

But for animated parts the hierarchy should be kept indeed and they will be separate objects.

That would be perfect, Arno! As for non-animated parts attached per DrawCall, that's what I normally do anyway as an optimization step if needed.

The only other pet peeve is the 8.3 file naming that .3ds uses, because that often obscures the original filenames to the point of confusion when recreating the FSX Materials in Max/GMax.
 
Yes, if we could export existing animations as a 3DS file that would be magnificent!! Thanks for working on this.
 
Here is one of my Science Fictional 'What if.........' idea's, Arno.

What if.... there was a program that could read what Textures are assigned to what in a MDL file, and create a list of the textures to assign them to the parts in the 3DS file?

Sort of a side program for creating a list of the materials/textures.

But then, as I think about it, the parts would have to be named properly, wouldnt they. arrgh..


Is it possible to have a part naming system that doesnt go by LOD but by part names in the MDL file? Is that possible? Like a setting in MCX that could say 'export parts as LOD's or export parts with original part names?
 
Hi,

The mdl does not store any part names. And part names in the 3ds format are limited to 8 characters. So not much space to put useful information there.

Send from my phone using Tapatalk, so excuse the short sentences and possible typos
 
Hi Arno,

Any word on your progress on exporting animations in a 3DS file? This would be a wonderful improvement - I'm eagerly awaiting this.

Thanks,
 
Hi Tom,

Status is that I first have to optimize the model structure into a slightly different way, else I can not write them to 3ds. I started with that, but got distracted by some others ideas and features :). But it is still high on my priority list.
 
Hi again,

Thanks, I just didn't want it to get "lost". :)

And you are a hero to me!!

Thanks again,
 
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