DanielRavenNest Noe Posted June 20, 2011 Share Posted June 20, 2011 I found a workflow to export from Max 2012 into Second Life, at least for a simple box with a different texture on each side:- Use Max icon > Export, and select Save as Type = Autodesk FBX. Give the file a name and click Save.- In the FBX Export window, under Advanced Options > FBX File Format > Version, select FBX 2011, then click OK. - Download and install the FBX 2011.3.1 Converter from the Autodesk site:FBX Converter- Run the Converter, and use it to convert your saved FBX file to Collada DAE, then upload that to Second Life. 1 Link to comment Share on other sites More sharing options...
Wiz Daxter Posted June 20, 2011 Share Posted June 20, 2011 .... and Service Pack too Autodesk 3ds Max Design 2012 Service Pack 1 Autodesk 3ds Max 2012 Service Pack 1 Link to comment Share on other sites More sharing options...
Gearsawe Stonecutter Posted June 21, 2011 Share Posted June 21, 2011 You may want to try this... might be a few steps easier. In File >>Export (NOTE: "Export Selected" does not work for some objects) When typing the name of the file include the ".DAE" on the end. The default is FBX. The exporter detectes the name of the file ending in DAE and saves it in the correct file format. This is what I use in 2008 and work perfectly every time. Without having to convert files. Link to comment Share on other sites More sharing options...
Feynt Mistral Posted June 21, 2011 Share Posted June 21, 2011 As a note to future readers, newer versions of software can break older functionality. Case in point, Blender 2.57 has a rotational issue with rigged meshes in its COLLADA support, the vertices will be offset oddly as if each bone were turned 90 degrees. It however works perfectly fine in Blender 2.49b. Something similar may happen with 3DS Max as well, where simply exporting with .DAE doesn't work in newer versions and the workflow that Daniel suggested is necessary. Link to comment Share on other sites More sharing options...
DanielRavenNest Noe Posted June 21, 2011 Author Share Posted June 21, 2011 Gearsawe Stonecutter wrote: This is what I use in 2008 and work perfectly every time. Without having to convert files. That does not help with Max 2012. By default the export saves as Collada version 1.4.1 format, which the SL importer does not understand (yet). Using the 2011 version of FBX (or the built in versions of Autodesk Collada on earlier versions of Max, which is the same thing), it saves to Collada version 1.4.0 format, which the SL importer can read. So as I understand it, Max 2010 and 2011 will export directly from the program. But Max 2012 went to a newer version of Collada, which does not yet work. Link to comment Share on other sites More sharing options...
Gearsawe Stonecutter Posted June 21, 2011 Share Posted June 21, 2011 DanielRavenNest Noe wrote:ly from the program. But Max 2012 went to a newer version of Collada, which does not yet work. Missed that part. Frustrating that an exporter could change so much it causes so many problems. Link to comment Share on other sites More sharing options...
Oblong Crumb Posted June 27, 2011 Share Posted June 27, 2011 it works here, maybe its fixed now? I wearing a textured mesh avy straight from 2012 In the exporter I used 'media and entertainment'. The ony thing i changed was the axis to z up. standard material with bitmap max 2012: no service packs version: 2012.1 build: 20110303 Link to comment Share on other sites More sharing options...
DanielRavenNest Noe Posted June 27, 2011 Author Share Posted June 27, 2011 If you only used one material, that doesn't cause a problem. Try a cube with a different material ID on each side. That fails to work properly if you export direct from Max 2012 --> dae format. Link to comment Share on other sites More sharing options...
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