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importing scenes from Max into blender SUCKS!

I've been playing around with learning Blender and trying to import a scene from 3DS Max comprised of about 150 models and 50 dummy objects.

The obj format exports models quite nicely, but does not preserve the hierarchy and doesn't support dummy objects (among other things no doubt).

So I tried every exporter blender could import and settled on the 3DS format because it would export EVERYTHING and keep the proper parent-child associations intact.

What I'm realizing now though is that it seems to RENAME things at random. It doesn't seem to be a maximum character limit bug from what I've seen. A couple examples:
t34roadwhl_10 -> t34roadwhl8
turret_tail -> turret_tai

I had about 100 objects named m5link_### (they were not in numerical order with the lowest number being 60) and they were all completely renumbered sequentially starting at 10.

What gives? Additionally a ton of the objects were rotated along various random axis. I managed to fix all of that using reset X-Forms in Max, but one object just refused to be fixed. UGH!

Is there a better way?? I have wasted so much time on this.

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    Next polycounter lvl 12
    mhhh... i know these issues....
    there is no real fix for that other than fixing this inside blender by doing proper naming there.
    The object which is still wrong rotated is accidentally keyed in any from?
    Man i feel really sorry for you cuz i know this from exporting a lot of stuff from it, but for this there at least exists an .fbx exporter. <<< which does at least the job, somehow.......but there is no importer for that which sucks...
  • Rainyn
    meh... it does suck because I'm going to have to rely on this for a while until I fully understand Blender.
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