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Getting Gmax projects to Blender?

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germany
Hey,

I'm currently switching to Blender. Now I wanna get my active gmax projects into Blender to finish them there.
So is there by now a sufficient way to do this?

(Loosing my animations in the progress would be ok, as long as the mesh + mapping would show up fine in Blender.)



Also, how do you properly export from Blender to FSX? The "direct to .mdl" option in the toolset isn't really working with 2.76 so I export to .x-file and then use XtoMDL to make the model...
 
If the toolset doesn't work nicely with 2.76, consider switching back to one or two earlier versions.

Mapping conversion isn't possible I'm afraid, but probably someone with some more experience with Blender/Gmax can tell. Haven't used Gmax for a long time. Mesh conversion would be possible somehow.
 
If the toolset doesn't work nicely with 2.76, consider switching back to one or two earlier versions.

This would be an option for sure, but I hoped there might be a fix for the newest version in the making already:duck:


Well, having at least the mesh properly converted is still better than nothing..

Thanks!


btw nice signature gimmick :)
 
I've worked with mapped max projects, in blender. The UV mapping transfers. I've learned a few things along the way. How complex are the projects?

- Joseph
 
I believe there was an mdl import for blender, but I'm not sure.

Else you can always load the mdl you export from gmax in ModelConverterX. It can export the mesh, with texture mapping, to formats like 3ds or obj. Blender can import those.
 
I just tried the MCX method you suggested Arno.
TLTR; I'm happy with the outcome. Thanks a lot for the tip!

Observations:
- the imported mesh points nose up in the z-direction in Blender (just a quick rotation, fixed)
- the vertex count is roughly 4 times the original count (solved by going through every object and 'Remove doubles')
- can't say much about mapping as I haven't looked at the mpping progress in Blender once yet. (would redo the mapping anyway so everything fine here)

Regards
 
The vertex count is not really relevant, since FS works with texture vertices, so it counts an unique combination of position, normal and texture mapping. I bet that's not what Blender displays (even gmax doesn't).

Good to hear it worked for the rest.
 
yep, that's right.
But for having a clean and tidy mesh to work with I do find it relevant ;)
 
True, it will help to work more efficiently in the modelling tool. But most like XtoMDL will put them back :)
 
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