Exporting .obj from 3ds max to DS with separate sub-objects
Hello, i am hoping there's a simple (and pleasant) solution to this question - i have been trying to export .obj's from max with a parent/child hierarchy and had no luck at all, i either get a single mesh containing both parts with no sub-objects, or i get just the parent alone with no child
I have tried everything i can think of, meshes grouped together, grouped singly, grouped singly then together, linked and unlinked, many many different combinations... nothing has worked yet. For every other 3d app / 3d game / 3d engine i've used in the past, linking was usually enough to establish hierarchy but not so with DS it seems.
pic shows the settings i'm using. Multi-ID materials export properly, as do my one-part meshes, so the exporter itself seems to be working ok.
How do i get DS to recognise the separate parts?
p.s. i did search for an answer but every answer seems related to other 3d programs not max, OR is concerned with going from DS to max rather than from max to DS
Comments
going via Hexagon and using the DAZ studio bridge might work
it does seem to kinda sorta work, in that my objects appeared in DS in the correct positions *as far as i could tell* - i didn't go over it very closely.
it did trash all my pivot centres though, which i guess isn't really going to be an issue until i try to animate something.
some of my surfaces also suffered (under door handle and rear quarter window) but i'm not sure at which point in the process it happened - my model is a rather low-poly job from 2005 or so, so it could do with some refining edges and general re-smoothing now that we aren't as scared of high poly counts as we used to be back then
thanks for your suggestion, i'll look into it further.
ok, after a bit more fiddling i have managed to get it into DS more or less intact with pivots correctly in place.
there's a few differences in the treatment required if including Hexagon as a middle step - the model does not require flipping on X, it does require rotation so it's standing on its nose in max, and it does require a transform reset in max.
the shading glitches i managed to fix by detaching those features into separate elements; i suspect there may have been some unwanted smooth group fudgery done by DS during the import. and now to fix those 12-sided wheels...
thanks again Wendy!