Many of you have messaged me about the tools available to artist and editors now at the chinese C3 wiki. These tools are official, they do work 100%, but you wont be able to do everything with them. You can do much more than you ever have for sure, but the toolset doesn't handle everything. Maybe they will release more, who knows? In the meantime you'll want to head there to grab the exporter for 3DS Max, with dll's for versions back to 7 I believe (sry current list is only to 3dsMax9). I'm using the 2012 set, it works perfectly. There are some rules C3 has to function by, and we can use this thread to really set out what those rules are. We know a few by now, as we've had these tools for a long time, so if you have some questions post a screen shot and your question and we'll see if I, or someone else now using the tools, can help you.
Official C3 3dsMax Exporters by TQ
[Only registered and activated users can see links. Click Here To Register...]
Official Wiki (in Chinese, translated by google)
[Only registered and activated users can see links. Click Here To Register...]
We've made custom (as in new) mounts, effects and NPC's using this toolset successfully. Good Luck and throw any questions re: this set here!
Edit - I use 2 revisions of 3dsmax, and tried every version of the exporter in each version of max it is available for, 32 and 64 bit. I personally could only get 2012 32 bit to work. The rest seem to be missing an ini that comes with the 2012, but is only useable on 2012. I did try using the ini on other revisions unsuccessfully. Opale did as well. It may just be my hardware configuration on my computer but if you have or can get access to 3dsmax 2012, that will be the exact version I explain from when a question is asked. Instructions for installation can be found at the c# wiki site but if you have difficulty, basically it all goes in the "plugins" folder within your 3dsMax root directory. My root max folder also contains a "plug-ins" folder, you want the "plugins" folder, just to be clear. No -.
You should unzip and find 3 files from the download:
C3_Exp.dle
C3SkinCharatcer.dle
C3SkinCharacter.ini
If you are unfamiliar with max, you will need to spend a few minutes on tutorials getting familiar with the basics of modeling, specifically on terminology because you will need to understand my answers. Verts, edges, polys, faces, normals, UVWs (UVs for short), rigging, and modifiers as terms and features should all be understood by you before attempting this. Lots of folks here like the idea of using free models, but I'll tell you many of them are rejected by engines due to errors (which you can correct with experience) and may create visual anomalies (unexpected and inconsistent results) if not repaired. Autodesks Mudbox is a great barometer for testing those free models as it will generate a report for you on import announcing errors it finds. You can then one by one address those issues in the modeling package of your choice, as long as you end up in max to utilize the export set. This is not intended to be a how to model thread, only a how to export from max to c3. The other tools have some use, but as stated by Alex Lane, many of them will not help you edit Co, tho you can find some purpose for a few of them.
If you don't know how to model but would like to know, I currently teach modeling one on one, but you have to be on the team and contributing to our project to receive that. It's like an internship, or apprenticeship. If you are interested in one on one tutoring and have good references from within the community, this may be a way for you to get it. I'm rated in the top 1% at freelancer.com for 3dsmax and would gladly, as I always have, teach in return for assistance in client asset creation for our project.
Ok, Let's get started! Ask any questions you have, I'll address them in what time I have available.
Official C3 3dsMax Exporters by TQ
[Only registered and activated users can see links. Click Here To Register...]
Official Wiki (in Chinese, translated by google)
[Only registered and activated users can see links. Click Here To Register...]
We've made custom (as in new) mounts, effects and NPC's using this toolset successfully. Good Luck and throw any questions re: this set here!
Edit - I use 2 revisions of 3dsmax, and tried every version of the exporter in each version of max it is available for, 32 and 64 bit. I personally could only get 2012 32 bit to work. The rest seem to be missing an ini that comes with the 2012, but is only useable on 2012. I did try using the ini on other revisions unsuccessfully. Opale did as well. It may just be my hardware configuration on my computer but if you have or can get access to 3dsmax 2012, that will be the exact version I explain from when a question is asked. Instructions for installation can be found at the c# wiki site but if you have difficulty, basically it all goes in the "plugins" folder within your 3dsMax root directory. My root max folder also contains a "plug-ins" folder, you want the "plugins" folder, just to be clear. No -.
You should unzip and find 3 files from the download:
C3_Exp.dle
C3SkinCharatcer.dle
C3SkinCharacter.ini
If you are unfamiliar with max, you will need to spend a few minutes on tutorials getting familiar with the basics of modeling, specifically on terminology because you will need to understand my answers. Verts, edges, polys, faces, normals, UVWs (UVs for short), rigging, and modifiers as terms and features should all be understood by you before attempting this. Lots of folks here like the idea of using free models, but I'll tell you many of them are rejected by engines due to errors (which you can correct with experience) and may create visual anomalies (unexpected and inconsistent results) if not repaired. Autodesks Mudbox is a great barometer for testing those free models as it will generate a report for you on import announcing errors it finds. You can then one by one address those issues in the modeling package of your choice, as long as you end up in max to utilize the export set. This is not intended to be a how to model thread, only a how to export from max to c3. The other tools have some use, but as stated by Alex Lane, many of them will not help you edit Co, tho you can find some purpose for a few of them.
If you don't know how to model but would like to know, I currently teach modeling one on one, but you have to be on the team and contributing to our project to receive that. It's like an internship, or apprenticeship. If you are interested in one on one tutoring and have good references from within the community, this may be a way for you to get it. I'm rated in the top 1% at freelancer.com for 3dsmax and would gladly, as I always have, teach in return for assistance in client asset creation for our project.
Ok, Let's get started! Ask any questions you have, I'll address them in what time I have available.