Save as 3ds

Hi
I would like to know if anyone has got experience with exporting the simpleUniverse or anything from the universe into a 3ds file.
If you have any idea, tried it or know any extentions that can do it I would really like to know.
I have the idea that everything in the universe has nodes. And these nodes could be exported to the 3ds object. But how to do it I am clueless. Please help me
Jim

Hi Matthias! Sorry for getting back so late. I have struggle a bit with the "Vanishing-point-to-3dsmax" and starting to get it working. Still I can't figure out how to calibrate the directions in Photoshop. My camera in 3dsmax points from the top view. Figure this can't be done in Photoshop? Right now I just rotate the hole scene so I get it right.
The thing that got messed up the first time was that I was using multiple planes. I didn't understand that for every plane there is a individual camera, so that got really crazy in 3dsmax (and AE).
It would be great to be able to use multiple planes for some, more complicated, scenes.
Another thing is that I have to re-link all the maps coz the links breaks when importing. It works ok in After Effects.
Have Adobe done anything with the Vanishing Point filter in CS4? I have done a couple of things in CS4 and it seems to be the same as in CS3.
Regards / Jimmy

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    Video Mode: 1920 x 1200 x 4294967296 colors
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      D:\, 110.6G, 110.2G free
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       Accented Edges 13.0
       Adaptive Wide Angle 13.0
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    Plug-ins that failed to load: NONE
    Flash:
       Mini Bridge
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    Installed TWAIN devices: NONE

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    - 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.

  • Using 3DS objects in CS4 Extended

    I purchased the extended version of Photoshop CS4 this time as my cadd software can save 3d models as 3DS format. I have tried bringing in those 3d entities into a 3d layer but nothing happens. I read somewhere that the third parties have to have a plug-in for Photoshop. I know my cadd software does not (DataCad) but all I read about the 3d thing in Cs4 never mentioned that. Kind of the only reason I paid for the extended aspect of it so I am hoping someone knows how to make this work together. Any ideas?

    Sorry to sound like a dummy; I'm not understanding your comment about providing the file from another website? I have the cadd software I am using and created a 3d object to send to you. How do I do that without attaching it to the email?
    Subject: using 3DS objects in CS4 Extended
    Attachments don't work, so please provide the file from another website. tesselation refers to converting BRep surfaces to polygons. Dunno how it is handled in your program, but it's eitehr automatic in the file exporters or a dedicated function somewhere. PS only accepts 3DS, OBJ, DAE and U3D files, so the other formats are no option. And if you don't mind: Please do not attach addresses and signatures. The forum rules clearly strate "no self-promotion". Thank you.
    Mylenium

  • 3ds MAX 8 and Director MX 2004

    need help with lingo code relating to this. I am creating a
    w3d file of a level for use in a 3d game, and when I go to code the
    other elements (the character and enemies), it comes up with a
    truckload of errors. i had created a level as a test ( it was a w3d
    file created in director), and it worked, but when i went to import
    the new w3d file, the above problem happened. the character model
    created in director wont fly around, as its a plane, and the new
    level design doesn't like being used, even when i change the code.
    if someone could help urgently, many thanks would be bestowed. if
    you need the code, i will create a txt file and send it to
    you

    hi I need some help! I have made a toy car with 3ds max and
    imported it to director.
    What i what to do is when I press the letter "a "on the
    keyboard for my car to accelerate. I can make it move forward or
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    location so that when I'm pressing "a" it will keep accelerating
    until I stop pressing "a"

  • Could Motion 4 replace Autodesk 3ds Max through Photoshop?

    I need to draw a 3d depth map and save it as a BMP image file to be used with a Photoshop plug-in that creates a fake depth of field (DOF).
    As you may know, in photography, DOF is governed by three factors: aperture, lens focal length and shooting distance. DOF PRO ( http://www.dofpro.com/overview.htm ) is probably the only plug-in that addresses them very well, because it uses a different approach instead of just a simple gaussian blur to reproduce a believable DOF effect.
    Unfortunately DOF PRO is 32-bit windows only and requires the drawing of a depth map that contains information regarding the location of objects within a scene, through the use of such software as Autodesk 3ds Max 8. Is there such a 3ds tool in Mac OS? Could Motion 4 do the job? Could Motion 4 work seamlessly wth Photoshop CS5 (its Quick Seletion Tool) and create a still image and save the 3d scene as a BMP image file to be used with DOF PRO plug-in?

    I don't know if Motion 4 has a defocusing plug-in or not and I only know that Motion 4 can create 3d animation videos.
    A depth map should look like this in black and white (indicating the foreground and Bokeh area) with a grayscale as calculated by a 3ds-like software. The death map should be saved as a BMP image file.
    http://www.dofpro.com/photogallery.htm

  • 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!

  • 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!

  • 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

  • 3D model plus material from 3Ds Max or Adobe 3D Toolkit import to Acrobat 3D

    Hello Forum
    We have been looking through the forum but could not find the topic yet. Hence I am writing to maybe find an answer to our little issue. We are coming from the corrugated printing industry and attempt to provide our customers with additional 3D models in PDF for approval.
    So far we have turned the keyline (aka folding pattern) into an accurate 3D model using 3Ds Max. Placing the artwork (logos, barcodes, text etc.) into the right position works as well in 3Ds Max. However when exporting from 3Ds Max and then 'Creating PDF from file' in Acrobat 3D, we lose the 'material', i.e. the artwork and just succeed in importing the 3D model. We have tried all format exports from 3Ds Max but cannot import the artwork. Do you have any idea?
    Alternatively, we have tried to use Adobe 3D toolkit to create the 3D model but are not able to place the 'material' into the exact position we require in the 3D model. Maybe there is a better way?
    Thank you for any help or suggestions.
    Ab.

    Hi Abraham,
    A few short answers to your specific Max questions (better late than never, I hope):
    1. Is there a plug-in or special process to turn a 2D keyline (folding pattern) into a 3D model using 3Ds Max?
    Sounds like this something that could be done using a basic spline. If you are new to 3DS Max, try looking into splines, as well as Compound Objects>Loft. The loft tool utilizes two elements; a loft path, usually just a line of some fashion, and the shape of loft, which can be any 2d shape drawin in max. Search for Loft object under Max help.
    2. What would be the best way to map the artwork belonging to the keyline onto the 3D model?
    Mapping can be complex, however, there are some nice techniques to use given the time taken to learn. Baking textures would be my suggestion to you; a baked texture is essentially a 2d redering of your model which is created through Rendering>Render to Texture. This will render out a 2d baked map of your object, including lighting an environmental elements. Save as a.tga, and you can then import you 2d baked texture into other design progs and use it as a texture mapping template; allowing you to add design elements, details textures, etc. to specific areas of your model's texture. Once finished working with the texture design, save as a .tga, then re-import your modified .tga into Max via Utilities Tab>Asset Browser, apply your modified .tga to a material sample in the Material Editor, and apply to your model.
    That's the basic procedure. For details, search 3DS Max Help for "Render to Texture" and "Backed Maps".
    Hope that points you in the right direction,
    ~Chipley

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