Threads of 3DMax Exporter http://www.flare3d.com/forum/28 1440 Thu, 17 May 2012 00:00:00 -0300 Thu, 17 May 12 21:20:56 -0300 3dmax 2013 http://www.flare3d.com/thread/1230-3dmax-2013 http://www.flare3d.com/thread/1230-3dmax-2013 Sun, 13 May 2012 16:21:32 -0300 Flared3D Preview dies immediately http://www.flare3d.com/thread/1162-flared3d-preview-dies-immediately http://www.flare3d.com/thread/1162-flared3d-preview-dies-immediately
Is there a configuration file or something that I need to edit?

thanks,

Robert]]>
Fri, 06 Apr 2012 23:11:03 -0300
Character animation via bones and morph targets http://www.flare3d.com/thread/1114-character-animation-via-bones-and-morph-targets http://www.flare3d.com/thread/1114-character-animation-via-bones-and-morph-targets im stuck with my project, working on some rigged characters. I have to animate face expressions, so i partial rigged the face and also using morph target. Sadly morph targets doesn't work, when I am using bones at the  same time. Do u have any solution for my problem?
Thanks in advance!
]]>
Wed, 21 Mar 2012 11:23:34 -0300
Problem with Ik http://www.flare3d.com/thread/1080-problem-with-ik http://www.flare3d.com/thread/1080-problem-with-ik Mon, 12 Mar 2012 19:20:59 -0300 UV Channel 2 http://www.flare3d.com/thread/1049-uv-channel-2 http://www.flare3d.com/thread/1049-uv-channel-2 Hi, I'm having some problems with exporting a second UV channel from Max.
The first channel has a plane white texture, the second channel has a texture projected from the camera, using multiply for the blend.

In max I see the texture projected onto the object as expected.
Exporting to Flare the mappings seem broken for the second set of UVs, the texture seems like it's offset and tiled.

I've tried the same technique to project a texture just using a single set of UVs and it comes out just fine. Is this a known issue with exporting the second UV channel from Max?

I can see the second set of UVs in the vertex data but they seem to have some very odd values. I'd expect a 0 to 1 range but I'm seeing values as high as 100+, so it seems to me that something is going wrong on the export of the second set of UVs.

Has anyone had a similar issue?

Thanks.]]>
Sat, 10 Mar 2012 15:09:19 -0300
Open astronaut.max failed http://www.flare3d.com/thread/998-open-astronaut-max-failed http://www.flare3d.com/thread/998-open-astronaut-max-failed Sun, 12 Feb 2012 19:39:14 -0300 vertex animation http://www.flare3d.com/thread/965-vertex-animation http://www.flare3d.com/thread/965-vertex-animation
txs for flare3d, its an exellent program, im doing a vertex animation in an editable poly, it looks great, but when i export it with the 3dmax plugin it just como out a plane, without any animation, in the timeline there is all fotograms but no animation, what i have to do for this to work?, txs]]>
Fri, 03 Feb 2012 16:48:26 -0300
Vertex Color http://www.flare3d.com/thread/940-vertex-color http://www.flare3d.com/thread/940-vertex-color Change-log for Pre-Release 2.0.46  says vertex colors were added for3DMax plugin. However, I am still unable to export the Vertex Color from 3DMax. Is there anything I am missing?
 
Also, the application wont work without adding the following line:
scene.registerClass( Flare3DLoader1 );
Does that mean it is not exporting in f3d v2 format?
]]>
Fri, 20 Jan 2012 13:10:06 -0300
Shaded Color Specular level does not work http://www.flare3d.com/thread/878-shaded-color-specular-level-does-not-work http://www.flare3d.com/thread/878-shaded-color-specular-level-does-not-work
There seem to be a problem to export the Shaded Color material, or any other material that uses specular maps. It seems it is always just de Diffuse map that is exported.
I am using max 2012 and the latest plugin for 3d studio max.
]]>
Fri, 16 Dec 2011 10:35:10 -0300
Flare3D material && enableLights http://www.flare3d.com/thread/877-flare3d-material-enablelights http://www.flare3d.com/thread/877-flare3d-material-enablelights Hi, everyone~ I have a question about Flare3D  Material.
In material editor, whatever Flare3D material I use(Flare3D  Flat Color, Flare3D Multi Material, etc), the object seems not  quite well in engine. The effect of light and shadow can't be  found on the object, as if it has a self-illumination. In the  default code, I found "enableLights = false" so appears the  problem. Can I do something in 3ds max, so that when I export the f3d file from max, the default code is already "enableLights = true"? Thx~
]]>
Fri, 16 Dec 2011 08:55:22 -0300