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I need some assistance(3DS Max to Source) (Forums : 3D Modeling & Animating : I need some assistance(3DS Max to Source)) Locked
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Jan 7 2009 Anchor

Alright, I've looked pretty much everywhere I can think of and th eonly thing that I can really find is getting static models into HL2 from 3ds max.

I'm setting up some custon characters that don't follow a biped stature and I'm wondering if there's a guide or something that has basic tips on rigging and getting characters into the source engine from 3ds max. I know how to set up bones and everything and all that good stuff in 3DS MAx but I've never brought a model form 3ds max to, well, anything.

I mean I don't know where to begin so I guess what I'm looking for is a guide or some sort of point in the right direction in how to actually setup a rig for exporting into the source engine, and actually getting a custom made character into it. NPC wise.

Any and all help is appreciated.

Just hopping back to hope for an update, but, there isn't one so this post is kinda useless, still on a quest for knowledge, any help at all is appreciated.

Alberto309
Alberto309 There Ain't No Rest For The Wicked. Money Don't Grow On Trees.
Jan 19 2009 Anchor

I'm searching for the same thing DarkBlast but i can't find anithing about that :(

By the way, try to download the program "XSI EXP for Half-Life 2"; this is a modeling program for half life 2 or other source engines. I'm learning step to step with it because I'm going to create or modify some models for my Counter Strike: Source map (coming soon on www.fpsbanana.com). I hope I helped you :) anyway...GOOD LUCK ^^

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Jan 20 2009 Anchor

Moddb.com

And this might help with exporting animated models: Hl2world.com

If not that try again in XSI mod tool (free). It is well integrated with Source.

Edited by: GoodieStake

Jan 21 2009 Anchor

I appreciate the advice, Goddie and Alberto, using XSI is really the last resort that I want to go to. I am very unfamiliar with the control scheme and the modeling aspect that XSI has, I feel much more comfortable in 3ds max, I know there are people out there that use 3ds max but meh, I'm still searching.

M@ty
M@ty Environment Artist - TFU
Jan 21 2009 Anchor

Get SMD import and export tools, and mdldecompiler.

Decompile an NPC model (NOT Alyx unless you want to replace her, she has an additional hand joint that the other characters don't).

Import the reference SMD file into Max.

Delete the model, but keep the bones there. Apply you model to the imported rig using Skin (Physique should work too).

Replace the reference SMD by exporting your model, recompile.

Materials are another story altogether, let me know if you're unsure about them. The above is only basic and vague, but it works as an intro.

Jan 22 2009 Anchor

That is some good advice M@ty, I've seen that tutorial before, don't remember where, but I'm looking more toward custom rigs, non-bipedal type rigs, like say a horse or cat or birds, etc. etc.

When making custom rigs andthings like that, do you just animate each sequence, like a walk, run, idle, etc. then export each animation? but how would you put that into the HL2 engine so they'd be able to wonder around, frolicing with each other? That's moreso the questions I have.

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