IMPORTING
TO MAX
Import an existing model to MAX
Fishbone, Feb.2002
To import an existing model
to MAX, you have to make sure it is in a MAX compatible file format. The
probably most frequent use for this will be to modify already existing
XSI models. To import an XSI model:
-
open the model in 3Dex and convert
it to the 3D Studio Mesh format (.3ds).
-
Import this format in MAX.
-
Click "Select by name" and highlight
all objects that have "frm" in their name. Click on select and delete the
selected objects. (these objects have been created by the XSI PLUGIN and
are only boxes that are needed for BZ2. But since we want to modify the
model before exporting it, we need to get rid of those boxes, really.)
-
make sure to set the hierarchy
and pivot settings according to the Basic Shipbuilding Tutorial
-
Sometimes its better to remove
the animations in order to start fresh with clean animations. The
easiest way to clear the animations is to open the 'Trackview' menu (top
of the screen). Right click on the 'object' key at the bottom, then hit
'Select All', and then tap the 'delete' key. Answer 'yes' and you've wiped
all of the animations for your object.
Now you can have a ball modifying
the mesh. When you're done, save it as MAX file so you can reuse it again
and again.