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BFF tool (Gmax to 3DS)

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I recently purchased 3DS max and decided to use the BFF tool to convert my recent model.
I followed the instructions and it's working well but i have a couple of strange issues.
I am only importing a project that is in development as i have no reason to import older products.

1. Two windows that are animated show up but are moved in the scene. All other animation has animation keys but nothing moves. I tried importing sections of the models with no difference.

2. Since i am importing with texture mapping will they be ok and can use AO effects?

3. How do i turn off the bounding box in 3DS? I think i see the issue they are dummy boxes. So should i just delete them?

4. Now that i will be using 3DS does the mirror tool have the gmax bug where it makes parts inside out? So i can create a shortcut. Or do i still have to use the tool inside modifier list?

Any help would be very appreciated.
 
Hi DG,

not sure are you using FFG (forward from Gmax) rather than BFF?

Animations and materials do not export well, if at all, better redo them in Max.

There is an alternative utility in the Resources area here, claims it can do animations, is called GmaxBridge, or something like that.

Texture mappings should port over to Max, poly quadrangles, too.

The object bounding box, is it? Try "j".

Mirror tool same thing as in gmax, use the modifier. Or attach the mirrored image, as Paul has recently suggested.
 
BFF is the tool to use and Tom gives a good explanation of what it can and can't do in the readme file.
You will get some errors that will need repairing. I found that once you import the scene into max if you select all the objects in the scene and Save Selected to a new max file then start a new scene and merge the objects you just saved, some of the problems will be eliminated.
Any objects out of place you can usually blame on a scaling issue in the original gMax file. The same goes for inverted polys.
Hope this helps.
 
BFF (3ds Max to Gmax)? Nothing to do with me...

FFG (Gmax to 3ds Max), that I'll admit to in collaboration with Manfred.
 
You guys are right i am using FFG. The BFF is also in the folder and i posted the topic wrong.

I will try to merge scene and see if those animations that have keys come to life.
I was thinking the only reason one of them worked was because it had keys 0 and 100. The ones that have 20 to 80 or other odd key layouts would not work.
 
I am setting up the SDK.

I choose Lockheed Martin\Prepar3D\SDK\Environment Kit\Modeling SDK\3DSM2015_x64\Plugins (I have 3DS 2016 but the sdk only goes to 2015.)
When i reload 3DS it says failed to initialize. Module could not be found.

Help!
 
This is odd. My 3DS Max CD says 64bit and i don't remember a choice as i figure this is 64bit only but i see that it installed the files to my regular programs folder. Is this still 64bit?

Update:
I just read that program files (86) is 32 bit. I never knew that. I thought it was the other way around.

But for the SDK 64bit installs to the program files (86).

So i am confused as which folder is which and why i have 3DS in 1 folder and the SDK in another. :eek:
 
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Max 2016 works with the P3D SDK using the 2015 setup but after setting the path for the Aces Tools plugins and restarting Max you have to navigate to and run the setup script in the SDK. This will activate the Aces Tools on the menu bar.
 
How do you run the setup script in the sdk? I am not clear on this.

I ran the aces tools and it shows but says they are not supported. The SDK i am using is the P3D V3 64 bit.

I run script select SetupAcesRoot. It says i need to point my directory to 3DSM9.




i am using these instructions and according to this it should load the scripts.
https://prepar3d.com/forum/viewtopic.php?t=6589

I get this when i first load 3DS and it should be ready to go!:banghead:
3ds_sdk_error.jpg
 
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Update:

I installed P3D SDK V2 and it works. So for some reason V3 is the one giving me issues. I wonder why!
 
Update:

I installed P3D SDK V2 and it works. So for some reason V3 is the one giving me issues. I wonder why!
I'm sorry, I failed to mention that the v2 SDK was used. That's good information about it not working with v3. Could you document what happened and send it to me via PM, I'm putting together a little tutorial for connecting Max 2015 and 2016 to the SDK.
 
Max 2016 works with the P3D SDK using the 2015 setup but after setting the path for the Aces Tools plugins and restarting Max you have to navigate to and run the setup script in the SDK. This will activate the Aces Tools on the menu bar.
Cool, I didn't know this. I've been leaving max 2015 on my dev computer just for fsx. Thanks.
 
I'm sorry, I failed to mention that the v2 SDK was used. That's good information about it not working with v3. Could you document what happened and send it to me via PM, I'm putting together a little tutorial for connecting Max 2015 and 2016 to the SDK.
The picture i posted above is what happens if you use P3D V3 SDK and using 3DS 2016.
 
The picture i posted above is what happens if you use P3D V3 SDK and using 3DS 2016.
Ok, I have the P3D v3 SDK so I will test Max 2015 and see if that does the same and there is v3.1 soon available that I want to check out. Maybe when v3.1 is released it will have a setup for Max 2016.
 
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