Congratulations Karadamir. Good luck in future development
Question about the animation of the articulation.
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Marcel Kuhnt is such a question, is such a trick possible:
Make a copy of the accordion in 3d max and then export to Blender and set it up there. The accordion will work as it should? And please see if I export correctly from 3d max to blender?
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Hello Karadamir, Blender should also be able to import and export the 3DS file format. The bad thing is that I can not say for sure that it works perfect, since I do not own 3ds Max. Maybe you could give it a try and hopefully can report success.
If you could not find the option to import 3ds files, open the "File" menu and click on "User Preferences...".
Next, a dialog box should appear and you need to select the "Add-ons" button on the top line.
Now you could type "3ds" into the search bar, then activate the addon with the checkbox, next click "Save User Settings" in the lower left corner and close the settings dialog box.
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This is me in the know. The question was whether it was possible to carry out a trick with the animation of an accordion in 3d max, and then export it to Blender - there you can fully adjust it and export it from there. I’m talking about the "UV" sweep (texture, vertex). But I tried, as a result, the @ symbol disappears from the @ 2m symbol when exporting from 3d max to Blender.
Now another problem is texture mapping in Blender. This of course is very time consuming ... because, as for me, it is imported so (https://pp.userapi.com/c846416…46/150312/zli5H2heHLQ.jpg).
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Smoothing.
Yesterday I ran into such a problem that when exporting from Blender to the Content Tools, for some reason, smoothing of objects occurs. I have no such thing either in 3d max or in blender, only in Content Tools.
How to solve a problem?
Here are the screenshots:
https://pp.userapi.com/c844520…51/14507c/2HoRBshAKz0.jpg
https://pp.userapi.com/c844520…51/145086/ixJg6UxoRv0.jpg
https://pp.userapi.com/c848520…551/d9b28/6r_-GwwSNj0.jpg
Here, for comparison, two models that have the same mask:https://pp.userapi.com/c850528…311/68bf5/KzBWZynhv68.jpg
https://pp.userapi.com/c850528…311/68bff/B7GoLL-tQWA.jpg
https://pp.userapi.com/c850528…311/68beb/Yy1BArmPDYw.jpg -
After import, the content tool asks for shading mode. Maybe you accidently hit the wrong button? The same thing happened to me a few times already.
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If you click "No", the shading is set to Smooth, giving you this weird effect. In most cases, it's better to click "Yes" to use "flat shading" and get rounded edges with a few extra polygons.
But there is another question came to my mind, did you export this tram from 3ds Max or Blender? If you do it from Blender, did you activate the triangulate option for you export (it must be off) or is your mesh already triangulated in this area?
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Just when I clicked "yes"(https://pp.userapi.com/c851020…418/65f4a/S6N8GusjZB8.jpg), there I have on my body the type of triangles on the body.
If you export from 3d max to tools, it looks like this:
https://pp.userapi.com/c851020…418/65f40/o4uVy6fIaok.jpg
If you export from Blender to tools, it looks like this:
https://pp.userapi.com/c851020…745/65d55/Zv8P1QV3OcY.jpg
That's right, I first exported OZMT-18M from 3d max to Blender in .obj format, and then imported it to Blender. After setting up the harmonica animation there, I then exported to tools.
Tick on trianqualite not worth it.
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So what should I do? Still, I want to solve this problem.
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Kira Model file that can be opened in Blender.
https://cloud.mail.ru/public/Gd2E/tJzMK1FL2 -
Thank you for uploading your .blend file. After a first look, I've already found some mesh bugs that were probably caused by the export-import-process between 3ds and Blender.
And this is what it should look:
Good news first, it is possible to repair the mesh, the "not so good" news is, that it will take some time to get it done.
One other thing is, the entire tram is facing the wrong direction. The front points to negative y-axis but has to point to positive y-axis.
I already noticed it during my test drive and thought something like that, but until now I had not time to mention it. To get the tram in the right direction, you have to turn it 180 degrees on the Z axis and apply the rotation (CTRL+A -> Rotation).
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Yeah, thanks for the help!
The question is, and how to edit this grid? also in "UV"?
That is, it turns out that I need to edit the grid for each object?
With regard to the fact that the tram is turned 180 degrees, I know this, so far it is only for testing. Soon, all models will begin to turn 180 degrees.
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Most could be done by cutting (K) or merge (Alt+M) function. If it doesn't work out well just delete the incorrect face and make a new one.
In case of the UV map, I could not tell you because I cant see any texture. In worst case you have to edit it a bit.
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Hmm, I still do not understand how to do it. Well, okay, if I write something in private messages, how will I have free time.
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It's okay if you want to send me a private message, and I think it's even better than flooding the forum with the dialogue about learning Blender.
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Well yes. That is why I say, if there are questions, I will write in private messages. And then I'm still in Blender quite a green man
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So, today, with the help of my friend, I solved the problem with the grid. But they decided it in a different way, applied smooth. The fact that Kira offered - it could further degrade the quality of the model.
Here are the screenshots. I have applied the smooth while on the icon OZMT, mirrors and on the body of section A.
https://pp.userapi.com/c850332…511/92541/BAIzhmU9f2A.jpg
https://pp.userapi.com/c850332…511/9254b/dIvHwmDCJRM.jpg -
The fact that Kira offered - it could further degrade the quality of the model.
I think I have to explain that the way I showed was only the first step, but I am also happy that you have found your way, which works well too. It's like everywhere, there are many ways that lead to the same goal.
But I love what I see in the pictures, and I am very happy that the problems with shading can be solved at the end.
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