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Thread: Import/Export ms3d->3ds and vice versa

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  1. #1

    Icon5 Import/Export ms3d->3ds and vice versa

    Hi all,

    The last time i modded for medieval 2 was about a year ago, and lots has changed since then. So id like to as for advises how to optimize my workflow.

    I do have milkshape and 3ds, and would like to work in 3ds and use milkshape just as a transition and for rigging if nessecary. My first question is which import/exporter shall i use? Now there are 3 to my knowledge, GoM's, ms3d import export by knight errant and a third mesh converter where i cannot recall the creator. Is there a significant difference in their functionality?
    Is it possible to export a model with bones to 3ds and back now? (which wasnt possible a year ago.)

    Greets Aradiel

  2. #2

    Default Re: Import/Export ms3d->3ds and vice versa

    Quote Originally Posted by Aradiel View Post
    Hi all,

    The last time i modded for medieval 2 was about a year ago, and lots has changed since then. So id like to as for advises how to optimize my workflow.

    I do have milkshape and 3ds, and would like to work in 3ds and use milkshape just as a transition and for rigging if nessecary. My first question is which import/exporter shall i use? Now there are 3 to my knowledge, GoM's, ms3d import export by knight errant and a third mesh converter where i cannot recall the creator. Is there a significant difference in their functionality?
    Is it possible to export a model with bones to 3ds and back now? (which wasnt possible a year ago.)

    Greets Aradiel
    I've completely cut milkshape out of the equation by doing the following (thanks to rigging issues in 3ds max with knighterrants script there is an extra step with gmax, obviously you could do the rigging in milkshape).

    1) convert mesh file into ms3d file using GrumpyOldMan's MESH 2 MS3D converter v0.18
    http://www.twcenter.net/forums/downl...o=file&id=1276

    2) import this MS3D file into 3dsmax using knighterrant's script which imports the entire model and skeleton rigged and everything into 3dsmax.
    http://www.twcenter.net/forums/downl...o=file&id=1745

    3) make my changes or delete the model and start from scratch then apply skin modifiers assigning everything to the pelvis (because of the weighting issues with the export script any skin modifiers created or edited in 3dsmax are corrupted on export) and export to ms3d using knighterrant's script again.

    4) Import the ms3d file from step 3 into Gmax using knighterrant's script where I now properly rig the model then export.

    5) finally I convert back to MESH with gom's converter.

  3. #3

    Default Re: Import/Export ms3d->3ds and vice versa

    Thanks alot, for the precise description! Keeping the bones certainly helps alot, as i just have to rig the new meshparts if i add vertiges, which will be most likely helmets weapons and shields but no reason to change the bodymesh itself really as i pick one which already matches my project goal most.

    +Rep

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