GBXModel Converter
GBXModel Converter
UPDATE:
Now supports saving as a 3DS Object file. That way you will not need the LightWave Obj Importer plugin for 3DS Max.
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Yep, just as the title says. Convert GBXModels into WaveFront Obj or 3ds format.
THIS IS NOT A REPOST OF JAMESD's GBXMODEL IMPORTER SCRIPT FOR 3DS MAX
Description:
This program will allow you to open up any GBXModel and extract all the model data to a WaveFront Object File format or 3D Studio Object File format. Also, as long as the model you are extracting is not a Biped, you can also extract the Nodes / Markers.
Features:
- Extract a model's entire geometry
- Save as a WaveFront Object file (.obj) or 3D Studio Object file (.3ds).
- Accurate UV Maps
- Accurate Node / Marker extraction (Not supported for bipeds yet)
Tutorial:
Extracting Geometry:
1. Load up GbxModelConverter.exe, you will see a dialog with an edit box and browse button on the right
2. Click the browse button next to the edit box and select a gbxmodel tag.
3. Click 'Load'
4. The dialog will now expand to present a tab control with the tabs 'Geometry and LOD'
5. Either select a geometry or, select LOD and choose a permutation. Selecting super high is recommended for model editing later on
6. If you have selected geometry or a permutation under LOD, the save button will become enabled.
7. Click the save button, and save the 'WaveFront Object' or '3D Studio Object' file somewhere.
Extracting Nodes:
1. You must first select a permutation on either the Geometry tab or the LOD tab.
(on the geometries tab, the permutation is the second level of tree nodes)
2. After selecting a permutation, click the 'Save Markers / Nodes' button
3. Save the 'Text' file somewhere.
Importing Nodes into Max:
1. Make sure the script 'NodeMarkerImporter.ms' is placed under Scripts\Startup in your 3DS Max directory.
2. Click 'MAXScript' in the utilities panel
3. From the utilities drop down box, select 'Node / Marker Importer'
4. Alter the settings of Marker Radius and Node Width to your desired values
5. Click 'Load File' and select the Text file you exported from the program
Btw, this app is a gift for all animators out there, with perfect node extraction, animating fp becomes slightly easier. Also vehicle modifications are a lot easier too. Only sometimes are the nodes slightly incorrect, but that would be a value such as 0.00000001 instead of 0. That affects the node checksum, but you can fix that by just replacing your nodes in the gbxmodel with the original models nodes.
Also, thanks to JamesD for helping with the creation of triangles.
Now supports saving as a 3DS Object file. That way you will not need the LightWave Obj Importer plugin for 3DS Max.
---
Yep, just as the title says. Convert GBXModels into WaveFront Obj or 3ds format.
THIS IS NOT A REPOST OF JAMESD's GBXMODEL IMPORTER SCRIPT FOR 3DS MAX
Description:
This program will allow you to open up any GBXModel and extract all the model data to a WaveFront Object File format or 3D Studio Object File format. Also, as long as the model you are extracting is not a Biped, you can also extract the Nodes / Markers.
Features:
- Extract a model's entire geometry
- Save as a WaveFront Object file (.obj) or 3D Studio Object file (.3ds).
- Accurate UV Maps
- Accurate Node / Marker extraction (Not supported for bipeds yet)
Tutorial:
Extracting Geometry:
1. Load up GbxModelConverter.exe, you will see a dialog with an edit box and browse button on the right
2. Click the browse button next to the edit box and select a gbxmodel tag.
3. Click 'Load'
4. The dialog will now expand to present a tab control with the tabs 'Geometry and LOD'
5. Either select a geometry or, select LOD and choose a permutation. Selecting super high is recommended for model editing later on
6. If you have selected geometry or a permutation under LOD, the save button will become enabled.
7. Click the save button, and save the 'WaveFront Object' or '3D Studio Object' file somewhere.
Extracting Nodes:
1. You must first select a permutation on either the Geometry tab or the LOD tab.
(on the geometries tab, the permutation is the second level of tree nodes)
2. After selecting a permutation, click the 'Save Markers / Nodes' button
3. Save the 'Text' file somewhere.
Importing Nodes into Max:
1. Make sure the script 'NodeMarkerImporter.ms' is placed under Scripts\Startup in your 3DS Max directory.
2. Click 'MAXScript' in the utilities panel
3. From the utilities drop down box, select 'Node / Marker Importer'
4. Alter the settings of Marker Radius and Node Width to your desired values
5. Click 'Load File' and select the Text file you exported from the program
Btw, this app is a gift for all animators out there, with perfect node extraction, animating fp becomes slightly easier. Also vehicle modifications are a lot easier too. Only sometimes are the nodes slightly incorrect, but that would be a value such as 0.00000001 instead of 0. That affects the node checksum, but you can fix that by just replacing your nodes in the gbxmodel with the original models nodes.
Also, thanks to JamesD for helping with the creation of triangles.
- Attachments
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- hog.jpg (17.25 KiB) Viewed 6119 times
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- GbxModelConverter.rar
- (91.84 KiB) Downloaded 925 times
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- image1.jpg (48.39 KiB) Viewed 6226 times
Last edited by SteelixB on Tue Jun 21, 2005 12:29 pm, edited 9 times in total.
(My sig was too big. It should have been 400 X 200 with 3 lines or less of text)
No it wasn't... It was 370 x 117 and one line of text... *Remakes sig*
No it wasn't... It was 370 x 117 and one line of text... *Remakes sig*
- Veegie[Temp]
- Posts: 2849
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- Contact:
ok steelixb, i hav a question....i use this to import the tank into 3dsmax7 and then i try and run the script but i think im doing something wrong, do i open the cript or run it or what?
cuz if i do run then it just does nothing
EDIT:nvm, i did it wrong, when u siad the utilties drop down box i thought it meant like the maxscript up in the toolbar
cuz if i do run then it just does nothing
EDIT:nvm, i did it wrong, when u siad the utilties drop down box i thought it meant like the maxscript up in the toolbar
hitmanbob wrote:ok steelixb, i hav a question....i use this to import the tank into 3dsmax7 and then i try and run the script but i think im doing something wrong, do i open the cript or run it or what?
cuz if i do run then it just does nothing
EDIT:nvm, i did it wrong, when u siad the utilties drop down box i thought it meant like the maxscript up in the toolbar
(My sig was too big. It should have been 400 X 200 with 3 lines or less of text)
No it wasn't... It was 370 x 117 and one line of text... *Remakes sig*
No it wasn't... It was 370 x 117 and one line of text... *Remakes sig*
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- Posts: 5
- Joined: Thu Jun 09, 2005 4:39 pm
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- Posts: 958
- Joined: Thu Jan 29, 2004 1:39 pm
Sounds like you need the NET framework. The program uses it, right Steelix?dms360hawk wrote:How come when I try to run it I always get an error? It says:What's wrong?The application failed to initialize properly (0xc0000135). Click on OK to terminate the application.
Anyways, thanks for releasing this! Textured models in max... Alright, not a tag converter, but a very, VERY nice start! Thanks, SteelixB.
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- Joined: Wed May 11, 2005 11:33 pm
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- Posts: 5
- Joined: Thu Jun 09, 2005 4:39 pm
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- Posts: 45
- Joined: Wed May 11, 2005 11:33 pm