Exporting COLLADA in 3ds Max from body objects (SATs)

I work with SATs that are exported from Solidworks and imported into 3ds Max Design 2013, they are great in that setting.
When I've exported them as DAEs (and I used the exporter from the COLLADA website as suggested, FBX Export Version 2013.1), I try inserting them into the 3D widget and this crashes iBooks Author. I followed the best practices, it's waaay under the max amt of faces, and I've been able to export other primitives like spheres and such that import into iBooks just fine.
I've also tried a convert to editable poly and a multires modifier to lower the polys dramatically before exporting, but still it's a no go. I also welded the vertices once to see if it didn't like holes.
Any suggestions? Is it possibly a problem with the COLLADA version?
Thanks

sorry if this is overkill, but can anyone make sense out of this?
Process:         iBooks Author [11481]
Path:            /Applications/iBooks Author.app/Contents/MacOS/iBooks Author
Identifier:      com.apple.iBooksAuthor
Version:         1.1 (190)
Build Info:      Kingbird-1900000~1
App Item ID:     490152466
App External ID: 6846044
Code Type:       X86 (Native)
Parent Process:  launchd [156]
User ID:         501
Date/Time:       2012-08-10 17:06:02.733 -0500
OS Version:      Mac OS X 10.8 (12A269)
Report Version:  10
Interval Since Last Report:          146 sec
Crashes Since Last Report:           1
Per-App Interval Since Last Report:  32 sec
Per-App Crashes Since Last Report:   1
Anonymous UUID:                     xxxxx
Crashed Thread:  0  Dispatch queue: com.apple.main-thread
Exception Type:  EXC_BAD_ACCESS (SIGBUS)
Exception Codes: KERN_PROTECTION_FAILURE at 0x0000000000000000
VM Regions Near 0:
--> __PAGEZERO             0000000000000000-0000000000001000 [    4K] ---/--- SM=NUL  /Applications/iBooks Author.app/Contents/MacOS/iBooks Author
    __TEXT                 0000000000001000-0000000000688000 [ 6684K] r-x/rwx SM=COW  /Applications/iBooks Author.app/Contents/MacOS/iBooks Author
Thread 0 Crashed:: Dispatch queue: com.apple.main-thread
0   com.apple.SceneKit                 0x15ee47aa GenericVertexSet::parseInputsAndP(MeshSourceInfo const&, domP*, daeTArray<daeSmartRef<domInputLocalOffset> > const&, unsigned long long, daeTArray<unsigned long long>&) + 290
1   com.apple.SceneKit                 0x15ee0aec bool prepareDeindexing<GenericVertexSet>(MeshSourceInfo const&, domMesh const*, GenericVertexSet&) + 247
2   com.apple.SceneKit                 0x15edf92f Deindexer::deindexGeometry(domGeometry const*) + 501
3   com.apple.SceneKit                 0x15ee2d07 Deindexer::execute() + 2625
4   com.apple.SceneKit                 0x15db6cbf C3DIO_COLLADA_LoadScene + 2649
5   com.apple.SceneKit                 0x15dd2f4f C3DSceneSourceCreateSceneAtIndex + 578
6   com.apple.SceneKit                 0x15e84ec1 -[SCNSceneSource _createSceneRefWithOptions:statusHandler:] + 480
7   com.apple.SceneKit                 0x15e85467 -[SCNSceneSource _sceneWithOptions:statusHandler:] + 129
8   com.apple.SceneKit                 0x15e854d0 -[SCNSceneSource sceneWithOptions:statusHandler:] + 47
9   com.apple.SceneKit                 0x15e85542 -[SCNSceneSource sceneWithOptions:error:] + 109
10  com.apple.SceneKit                 0x15e8561c -[SCNSceneSource propertyForKey:] + 60
11  com.apple.iBooksAuthor             0x003cf5ac unsigned long const* std::lower_bound<unsigned long const*, unsigned long>(unsigned long const*, unsigned long const*, unsigned long const&) + 3937448
12  com.apple.iBooksAuthor             0x003cec58 unsigned long const* std::lower_bound<unsigned long const*, unsigned long>(unsigned long const*, unsigned long const*, unsigned long const&) + 3935060
13  com.apple.iBooksAuthor             0x00400892 unsigned long const* std::lower_bound<unsigned long const*, unsigned long>(unsigned long const*, unsigned long const*, unsigned long const&) + 4138894
14  com.apple.iBooksAuthor             0x003647fc unsigned long const* std::lower_bound<unsigned long const*, unsigned long>(unsigned long const*, unsigned long const*, unsigned long const&) + 3499768
15  com.apple.iWork.sfdrawables        0x00f5c953 -[SFDDrawableRep performDropWithDropInfo:] + 291
16  com.apple.iBooksAuthor             0x0027d291 unsigned long const* std::lower_bound<unsigned long const*, unsigned long>(unsigned long const*, unsigned long const*, unsigned long const&) + 2552205
17  com.apple.AppKit                   0x9693419f NSCoreDragReceiveMessageProc + 1487
18  com.apple.HIServices               0x91ba9ffe DoMultipartDropMessage + 351
19  com.apple.HIServices               0x91ba9c48 DoDropMessage + 65
20  com.apple.HIServices               0x91baa92e CoreDragMessageHandler + 1763
21  com.apple.CoreFoundation           0x971171bf __CFMessagePortPerform + 783
22  com.apple.CoreFoundation           0x9701d0a5 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__ + 53
23  com.apple.CoreFoundation           0x9701ccd2 __CFRunLoopDoSource1 + 146
24  com.apple.CoreFoundation           0x970529c6 __CFRunLoopRun + 2038
25  com.apple.CoreFoundation           0x97051d6a CFRunLoopRunSpecific + 378
26  com.apple.CoreFoundation           0x97051bdb CFRunLoopRunInMode + 123
27  com.apple.HIToolbox                0x936268aa RunCurrentEventLoopInMode + 242
28  com.apple.HIToolbox                0x93626619 ReceiveNextEventCommon + 374
29  com.apple.HIToolbox                0x93626494 BlockUntilNextEventMatchingListInMode + 88
30  com.apple.AppKit                   0x965c4a5a _DPSNextEvent + 724
31  com.apple.AppKit                   0x965c428c -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 119
32  com.apple.AppKit                   0x965ba6dc -[NSApplication run] + 855
33  com.apple.AppKit                   0x9655d8e6 NSApplicationMain + 1053
34  com.apple.iBooksAuthor             0x0000e3da unsigned long const* std::lower_bound<unsigned long const*, unsigned long>(unsigned long const*, unsigned long const*, unsigned long const&) + 726
35  com.apple.iBooksAuthor             0x00073165 unsigned long const* std::lower_bound<unsigned long const*, unsigned long>(unsigned long const*, unsigned long const*, unsigned long const&) + 413793
Thread 1:: Dispatch queue: com.apple.libdispatch-manager
0   libsystem_kernel.dylib             0x939c79ae kevent + 10
1   libdispatch.dylib                  0x90dc1cc5 _dispatch_mgr_invoke + 993
2   libdispatch.dylib                  0x90dc17fd _dispatch_mgr_thread + 53
Thread 2:: com.apple.CFSocket.private
0   libsystem_kernel.dylib             0x939c6be6 __select + 10
1   com.apple.CoreFoundation           0x97096320 __CFSocketManager + 1632
2   libsystem_c.dylib                  0x9466c557 _pthread_start + 344
3   libsystem_c.dylib                  0x94656cee thread_start + 34
Thread 3:
0   libsystem_kernel.dylib             0x939c691a __psynch_mutexwait + 10
1   libsystem_c.dylib                  0x9467213b pthread_mutex_lock + 595
2   com.apple.Foundation               0x93ae281b -[NSLock lock] + 169
3   SFWordProcessing                   0x01c61121 -[SFWPSpellThread pRun:] + 327
4   com.apple.Foundation               0x93b29318 -[NSThread main] + 45
5   com.apple.Foundation               0x93b2929b __NSThread__main__ + 1396
6   libsystem_c.dylib                  0x9466c557 _pthread_start + 344
7   libsystem_c.dylib                  0x94656cee thread_start + 34
Thread 4:
0   libsystem_kernel.dylib             0x939c68e2 __psynch_cvwait + 10
1   libsystem_c.dylib                  0x94671289 _pthread_cond_wait + 938
2   libsystem_c.dylib                  0x94671512 pthread_cond_timedwait_relative_np + 47
3   com.apple.Foundation               0x93b57506 -[NSCondition waitUntilDate:] + 404
4   com.apple.Foundation               0x93b5732d -[NSConditionLock lockWhenCondition:beforeDate:] + 282
5   com.apple.Foundation               0x93b5c880 -[NSConditionLock lockWhenCondition:] + 69
6   com.apple.iWork.sfarchiving        0x009bd55b -[SFEBackgroundArchiver(Private) backgroundThread:] + 340
7   com.apple.Foundation               0x93b29318 -[NSThread main] + 45
8   com.apple.Foundation               0x93b2929b __NSThread__main__ + 1396
9   libsystem_c.dylib                  0x9466c557 _pthread_start + 344
10  libsystem_c.dylib                  0x94656cee thread_start + 34
Thread 5:
0   libsystem_kernel.dylib             0x939c70ee __workq_kernreturn + 10
1   libsystem_c.dylib                  0x9466f04c _pthread_workq_return + 45
2   libsystem_c.dylib                  0x9466ee19 _pthread_wqthread + 448
3   libsystem_c.dylib                  0x94656cca start_wqthread + 30
Thread 6:
0   libsystem_kernel.dylib             0x939c70ee __workq_kernreturn + 10
1   libsystem_c.dylib                  0x9466f04c _pthread_workq_return + 45
2   libsystem_c.dylib                  0x9466ee19 _pthread_wqthread + 448
3   libsystem_c.dylib                  0x94656cca start_wqthread + 30
Thread 7:
0   libsystem_kernel.dylib             0x939c70ee __workq_kernreturn + 10
1   libsystem_c.dylib                  0x9466f04c _pthread_workq_return + 45
2   libsystem_c.dylib                  0x9466ee19 _pthread_wqthread + 448
3   libsystem_c.dylib                  0x94656cca start_wqthread + 30
Thread 8:
0   libsystem_kernel.dylib             0x939c70ee __workq_kernreturn + 10
1   libsystem_c.dylib                  0x9466f04c _pthread_workq_return + 45
2   libsystem_c.dylib                  0x9466ee19 _pthread_wqthread + 448
3   libsystem_c.dylib                  0x94656cca start_wqthread + 30
Thread 0 crashed with X86 Thread State (32-bit):
  eax: 0x00000000  ebx: 0x10c5cc48  ecx: 0xbfffd258  edx: 0x00351600
  edi: 0x00000000  esi: 0x10c5ce18  ebp: 0xbfffd288  esp: 0xbfffd1a0
   ss: 0x00000023  efl: 0x00010246  eip: 0x15ee47aa   cs: 0x0000001b
   ds: 0x00000023   es: 0x00000023   fs: 0x00000000   gs: 0x0000000f
  cr2: 0x00000000
Logical CPU: 2
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  • Sockwave Exporter for 3DS Max 4

    To acquire the swd_exp.dle file that is needed to export .w3d
    files from 3ds max 4 (seeing as the link to the discreet site
    doesn't work ) - follow the link below.
    Extract the sw3d_exp.dle file and place it in the £ds
    max 4 plugins folder - don;t rename the file - it works fine.
    www.cadalyst.net/extras/plugins/MaxImport/Max5/3ds_max_r4_exporter.zip

    Hi!
    I tested and I bought a PC.
    I mean, there is no major problem using the Macbook, but its a lot more expensive and I need processors working.
    I used the 3Ds Max obviously via bootcamp and it worked fine. But you must remember that the F keys must be pressed with the fn key, so the delete key, too (the delete key in mac is actually a backspace key and does not work properly, you must press fn).
    The problem I had was with retina graphics. The screen gets resized (I tested with a 13 inch - 2560x1600, and windows works with 1920x1080, something like this), and the pixels get stretched. This definetely bothers when rendering, you can't see the details. Even Maya in OS X have the same problem (since its not updated to retina yet), you have to save the image from the frame buffer then open in Preview to see it not stretched. In Windows does not work to do this (as the screen gets stretched), so its pretty messy work with 3DS Max, unless you use an external monitor.
    I will only get a Mac again (the new Mac Pro is amazing) when 3DS Max be supported, unfortunately. Its pretty annoying use bootcamp and switch between OSs every time.
    Another thing I thought about using is Parallels. Its works fine, till you need to render something (even some little previews), so forget about it, unless you have a super Mac. An quad core 3rd generation i7 did not handle it well.
    Hope it helps!

  • Color management - going from 3ds Max to Photoshop

    I'm trying to develop a workflow for bringing renders from 3ds Max into Photoshop, and having them look the same in both programs. The issue is that Max isn't color managed, so things can shift.
    There's a good article on the subject here:
    http://www.artstorm.net/journal/2009/07/color-management-wide-gamut-dell-2408/
    So, to repeat what Johan is describing in the article, here's a test I've been doing:
    - Put my dell U2410 monitor in Standard mode (which is wide gamut)
    - Set the monitor profile to Dell U2410 D6500 (the monitor isn't calibrated yet; I've just been using this profile for the tests)
    - Create a scene in Max, and tweak the render so that the colors look correct to me in this non-managed setup
    - Save the image
    - Open the image in Photoshop (with working space of sRGBIEC1966-2.1), which of course gives the "missing profile" message
    - Now, if I'm understanding Johan correctly, if I assign that Dell profile, the image should look identical in Photoshop to what I saw in Max (because I'm assigning the profile that was in effect at the time of creation). And if I assign the Working RGB (sRGB...), I should expect to see the brighter colors become desaturated, due to the smaller gamut.
    So...what's the problem? Well, sometimes I get those exact results consistently...assign the Dell profile and it looks corrrect; assign the working sRGB and it's desaturated. But other times, for no apparent reason, I'll get different results: Assign the Dell profile and it's OVERsaturated; assign the working sRGB and it looks correct (i.e., exactly as it does in Max). Things have been in that weird state for the past few hours...I keep getting those same wierd results...earlier today I would consistantly get the results as predicted by the article. Yesterday it was the same thing...it shifted back and forth a few times between working and not working...nothing changed as far as I can tell.
    Any ideas what's going on?

    I think this is overcomplicating it, and with a quite a few stumbling blocks on the way.
    To name one: using the monitor profile in the document accomplishes only one thing - turning display color management off in Photoshop, thus reducing it to the same non-color managed state as 3ds Max. Since the two profiles are the same, no change happens, and you just get what's known as a null transform. IOW you gain nothing and lose a lot.
    The two will be consistent - and both wrong. That's why this is never recommended.
    Now this is important, so pay attention: If you do this with the Dell in native wide gamut mode, you will be scr*wing up your files beyond recognition. Take that file into a properly color managed scenario, and it will be miles off.
    I think the only workable approach in this case, since you have to use software that isn't color managed, is to put the monitor in sRGB mode. There's just no way you can work with a wide gamut display in this scenario and keep your sanity. Or, as I suggested in an earlier post, sell it and get a standard display.
    For this to work, you need an sRGB-type monitor profile. That can be straight up sRGB for "close enough", or a calibrator-produced profile made with the unit in sRGB mode. That would be better for Photoshop, for 3ds Max it doesn't make any difference because it'll just ignore the profile anyway.
    EDIT: I should add, just in case it's still unclear, that the reason sRGB "works" in a non-color managed setting while other profiles and color spaces don't, is simply because that's the way an average monitor displays. The Dell U2410 is not an average monitor. If we all had U2410s, and I mean everybody, then Adobe RGB would have been the consensus standard. But we don't and it's not. So you have to play by the majority rule.

  • Help! Sometimes CS6 don`t let us paint/draw on some IDs of a 3D Model (DAE imported from 3Ds Max)

    Sometimes CS6 don`t let us paint/draw on some IDs of a 3D Model (DAE imported from 3Ds Max) without any Reason. Is there a Shortcut for freezing IDs on 3D Models?
    We didn`t had that Problem CS4. Its happening without any Reason. While we are painting Textures on a Model its suddenly "freezes" the Polys with certain IDs. The IDs where putted in 3ds Max. Anyone know this Problem or may have a Solution for this? We tried a lot but couldn`t find a Solution. The only Thing we can do is reimporting the 3d Model again. Than it will work for a while till this Problem comes up again.
    HELP! thanks.

    Sometimes CS6 don`t let us paint/draw on some IDs of a 3D Model (DAE imported from 3Ds Max) without any Reason. Is there a Shortcut for freezing IDs on 3D Models?
    We didn`t had that Problem CS4. Its happening without any Reason. While we are painting Textures on a Model its suddenly "freezes" the Polys with certain IDs. The IDs where putted in 3ds Max. Anyone know this Problem or may have a Solution for this? We tried a lot but couldn`t find a Solution. The only Thing we can do is reimporting the 3d Model again. Than it will work for a while till this Problem comes up again.
    HELP! thanks.

  • RPF Camera does not match the scene from 3DS Max or Maya in AE

    Hi, since I've been trying to integrate 3D with Motion Graphics, I've had trouble. First I read in VideoCopilot's website that I can import 3D cameras into AE, but when I first tried in AE CS6, right clicking on the RPF sequence layer (with the ZDepth info included), the camera was never imported, and never created a new camera layer.
    Then I tried in CS5.5 and from 3DS Max 2013 the camera was succesfully created but it's movement did not match the imported scene, because when creating and positioning some 3D layers, they did not stick correctly to the scene, and they never looked integrated. So it's a pain trying to make them match.
    So I also installed Maya 2008 and followed this tutorial (https://vimeo.com/32726702) with a locator for the scene, then saved it as a Maya ASCII, and again when trying to match the camera inside AE with the scene's camera, the movemet of the camera imported was again strange and the 3D layers did not stick correctly to the imported scene. Of course I know I have to position the 3D layers, and I get them to be in the camera sight.
    I need some real help because I've tried many times and asked a friend who knows of Maya and 3DS Max, but he could not help me neither inside AE. Again, the importing of the RPF in CS5.5 works fine, but the movement of the camera just doesn't seem to be right what I need.
    Thanks for any help.

    Cameras in RPF files must be embedded accordingly. Just because it has depth data doesn't mean there's camera data as well. I'm sure there is some simple check box somewhere. The rest sounds like mundane scale and coordinate issues because you do not set up your 3D scenes properly, but that's impossible to tell for certain...
    Mylenium

  • 3D-Studio max or another object program?

    hello
    i am new to j3d and want to start making objects. I found one game that looked good used 3ds max to make the objects. but its a very expensive program. does anyone use it and recommend it? anyone use any other program that works well? i want to create buildings and characters for a 3D game.
    Does anyone just do it by hand inside j3d?
    i also noticed that 3ds max does animation.. i know you can import the objects in, but can you import animation as well? does anyone do this ?
    if you cant import animation, then all i need is a program to draw the objects in then import them into j3d, right? i guess it would be up to me then to animate them. is this the normal way you guys write your objects?
    --jN                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                                       

    Hi ive been working on a small game for a
    few weeks now and im using
    milkshape 3d for my modeling its very cheap
    and you can use it for 30 days free.
    http://www.swissquake.ch/chumbalum-soft/
    im using a loader to import the models from the .ms3d
    format you can get it here
    http://home.earthlink.net/~kduling/Milkshape/
    if you pester him enough he may release the next version
    that lets you use animations.
    Ive made animated characters etc, it just takes more coding on your part.
    hope you find this useful
    regards
    PoTTy

  • Camera tracking / workflow question with 3DS Max....

    Hi guys,
         I have a general question about workflow using After Effects and 3DS Max....
    Scenerio:
         I have a virtual news set in 3DS Max to composite in the greenscreen footage.  The footage has everything needed for tracking - markers and so on.  After tracking the footage, I want to use the tracking from the footage, plus incorporate some camera moves from 3DS Max when the talent is 'behind the news desk'. Kinda like doing an 'orbital dolly' move to pan across the set.  In After Effects, how would I merge the existing camera tracking from the original footage and then merge the panning camera moves from 3DS Max?
    Thanks.
    Jason

    You will need a 3D track/ matchmove. Once you have, you should not ahve any problems importing teh result in both programs. SynthEyes etc. support a ton of export formats. For everything else a simple 3D export from MAX using relevant scripts/ plug-ins should suffice or you simply could use your keyed footage as a texture in MAX.
    Mylenium

  • AE Compositor Link & 3ds Max Motion Blur Flip

    Hi,
    I have imported an object into AE via the compositor link and state sets in 3ds Max. However the key frames come in as held key frames so I have to first fix that. Does anyone know why they might come in as square key frames instead of diamond shaped ones? Here is an Autodesk tutorial that clearly shows the imported object having diamond shaped key frames without having to change them. Using State Sets - Part 8 - Working with Solids and PSD files - YouTube
    But the big problem I am unable to fix is when I apply motion blur to the object. At certain key frames the object flips see a screen shot here: https://assets.adobe.com/link/8eb67d7d-88e0-4ce5-a1e9-4d24802f1dd0?section=activity_public.
    It appears that the rotation swaps from being a plus to a minus value in AE at certain key frames causing the object motion blur to get confused. I have spoken to Autodesk support and they are stumped at when could be the cause and suggested I ask here as it may be an AE problem and not 3ds Max. Here is a link to the AE file: https://assets.adobe.com/link/6bceafc4-5410-44ef-9328-bb8011e4a86f?section=activity_public
    Thanks,

    Thanks for the help guys. The problem was in Max, I don't know exactly what, the Gamma settings looked fine to me. To fix it I just deleted the Save State and it's Output file and Targa. Then remade them. My guess is when I changed the exposure control it screwed everything up.
    I also played around with masking, just getting to know what I have to do before I do it.
    Yes, no color correction has been done, even the placement of the Windmill isn't final, this was just for practice and preparation. I am curious as to HOW I should color correct this, I'm still not sure if I want the video darker or more colorful....
    Mylenium, I'll look into the Rotobrushing and Refine Edge, and thanks Rick for the link, I'll watch it sometime soon!

  • Off topic - 3ds max 9 and 3ds files

    Hi I'm wondering if there is any way to add materials and colors to 3ds files. If not how do you export the textures and materials to be added later?
    I've got the loader Inspector3DS/Loader3DS and I can't import any material or anything other than the geometry of the model from a 3ds file (need to add the colors and lights in java). Maybe .3ds files isn't the best approach, but is there any loader for .max files? I'm new to Java3D and really need help. What I want is to import a model get it to show, maybe add some directional lights but I still want the main configuration from 3ds max like the materials (as posted above).
    Summary:
    Export model with materials/color (.3ds)
    or
    Save .max file
    then
    Import model with materials (.3ds)
    or
    Import .max file
    Show it on screen (this works now if I add lights in java)
    //Thanks Considerate

    Hi all,
    I received a response from the tech development side of
    Autodesk on the Max 9 and
    Shockwave 3D issue.
    The reply was a little different to the one I posted before.
    I have been told it was
    not a mistake but an incompatibility with the higher bit
    functionality of Max 9. So
    that's why it was removed. But it is temporary.
    Was told:
    "This problem has been flagged and is currently being worked
    on.
    We will have some service packs sometime in the near future.
    Cannot disclose a date
    at the moment."
    regards
    Dean
    Director Lecturer / Consultant
    http://www.fbe.unsw.edu.au/learning/director/
    http://www.multimediacreative.com.au

  • LabVIEW & 3DS Max

    Hi, evry !!!
    Currently I'm interested in using 3DS Max - build objects in LabVIEW.
    Has anybody had any experience a success in doing that?
    That would be GREAT if someone share knowledge 'bout it a little .
    Wish well and thanx in adv.
    SH.

    Hi, Hillary.
    As far as I get, in the forum tree you proposed there is a very complicated way of converting 3D objects into "labview-readable" form described.
    This method has nothing to do with plain ASE-file opening. Pity pity.
    From complicated 3D-scene I've gone to:
    1. Creating green sphere of r=100 in 3DS Max
    2. Converting it to ASE
    3. Read ASE from LV-vi (without errors, by the by)...but...
    The screen remains black!
    STL-file refused to be opened at all,
    WRL file gives tha same result as ASE.
    Do You have any example a success ?
    Thanx in adv.
    SH.

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