what version of 3DSMAX is recommended to use? i have the 2010 version
I dont know, but i am using the 2016 version
what version of 3DSMAX is recommended to use? i have the 2010 version
Can you summarize what is done with 3DSMAX in the tutorial?I dont know, but i am using the 2016 version
2015what version of 3DSMAX is recommended to use? i have the 2010 version
are you sure my internet is not so good for download just 4GB to test something i do not know if I can do it, and have spent my internet for nothing2015
In stage importingCan you summarize what is done with 3DSMAX in the tutorial?
ok thankyou so... someone knows whats happen if i import to the game some OP model with TOO MANY POLYS for 3ds processor? the console will explode in my hand or just crash?In stage importing
1. Adding the original stage
2. Adding the custom stage
3. merging the custom stage with the original
4. edit the polygons of the original stage and make them invisible
5. put textures to your stage
6.ohana 3d part
7.paint.net-photoshop part
8.replace the textures in normal.bch
9.make sure that your stage is not too op for 3ds
10. export the stage as .obj
11.3ds model convertion tool in ohana 3d
12. test the stage
this is a very, vey, very, very short resume of what you have to do
ok thankyou so... someone knows whats happen if i import to the game some OP model with TOO MANY POLYS for 3ds processor? the console will explode in my hand or just crash?
there already is a tutorial on game bananaIn stage importing
1. Adding the original stage
2. Adding the custom stage
3. merging the custom stage with the original
4. edit the polygons of the original stage and make them invisible
5. put textures to your stage
6.ohana 3d part
7.paint.net-photoshop part
8.replace the textures in normal.bch
9.make sure that your stage is not too op for 3ds
10. export the stage as .obj
11.3ds model convertion tool in ohana 3d
12. test the stage
this is a very, vey, very, very short resume of what you have to do
I know, That was a very short version of the guide thothere already is a tutorial on game banana
Just tried something with Falcon and it took nowhere near as long. Basically, don't use Mario until you know what you're doing.Model import findings. Basically, the answer was Noesis.
Step 1: Export your character model to a DAE file using Ohana3DS
Step 2: Open your DAE in Noesis. Export as an FBX and flip UV's
Step 3: Import into 3DS Max. Apply your material to assign textures.
Step 4: Make sure your objects are named right. When exported with Ohana, Mario is glitched for example. All of his mesh groups have the name of the previous one. This caused me some difficulty; for example, if your body mesh is set to blink, your body mesh might disappear randomly from time to time when your character is blinking. Rename the appropriate meshes to their exact names.
Step 5: Import your model. Attach your the imported Editable Mesh to an existing
Editable mesh. Match material ID's by default. Re-rig accordingly and assign
the correct texture to your imported mesh.
Step 6: Make sure your textures are mapped how you want them
Step 7: Rotate your model's bone structure 90 degrees backwards so it's lying on its back. Your mesh should follow if it is rigged correctly.
Step 8: Run CvsExport from within 3DS Max. Make sure you have a Skin modifier selected. If it tells you it cannot write to dope.csv, restart 3DS Max.
Step 9: Throw your dope.csv and normal.bch with custom injected textures into the same directory.
Step 10: mbnMaker20XX_Bone.py dope.csv -------> Write that in the command prompt
Step 11: Test your normal.mbn
Would have recorded a video but it's late and I'm getting tired. Using these steps, I've been able to get a rigged model working in game 50% of the time without something finnicky happening. I'll try to post a screenshot unless you guys beat me to it.
Helpful tips
- In 3DS Max, make sure your units are setup so that 1 unit = 1 cm. That way, you won't need to scale your model
- I'm not sure how to hide / delete existing geometry. This needs testing, since I've deleted some geometry entirely and gotten crashes. I've also gotten weird results when scaling geometry to be smaller.
- If your model has 32 mesh groups on the left hand side, your final model must have 32 mesh groups named the exact same way.
- Regarding naming, Ohana 3DS (for me at least) screwed up and exported Mario's mesh groups with the wrong names. Example: If Mario blinked, he'd disappear for a split second. Use your head, rename some stuff, don't rig Mario for a first attempt or something.
i want it, lmaoJust tried something with Falcon and it took nowhere near as long. Basically, don't use Mario until you know what you're doing.
It needs work but that's a quick import I did in 5 minutes basically just going through Noesis.
Ay caramba dios mio! I speak Spanish!Just tried something with Falcon and it took nowhere near as long. Basically, don't use Mario until you know what you're doing.
It needs work but that's a quick import I did in 5 minutes basically just going through Noesis.
AI CARAMBA SENÕR TRUMPJust tried something with Falcon and it took nowhere near as long. Basically, don't use Mario until you know what you're doing.
It needs work but that's a quick import I did in 5 minutes basically just going through Noesis.
Speaking of which, @Caseyfam it's possible to do Ash-Greninja!AI CARAMBA SENÕR TRUMP
Mi pelota aterrizó en el otro lado de la pared puede manejarlo?
so when you will release this? i really want this XD and make one with sonic or greninja PLEASE
OOOHHH YEAH this is better.... but when someone make ash-greninja, it will need that some of him alternative colors have a mexican hatSpeaking of which, @Caseyfam it's possible to do Ash-Greninja!