Importing into 3ds Max from COLLADA
Because the Ogre Exporter currently only works in 3ds Max 9, all content must come through 3ds Max before getting into Sirikata. Users can model, however, with other programs, such as Maya, Blender, or XSI and then bring that content into 3ds Max using the COLLADA exporter and importer. Once you have downloaded the COLLADA exporter for your program of choice, and the importer for 3ds Max, and you have installed them correctly, you're ready to get your content into Sirikata using a few simple steps.
The COLLADA importer can, however, create some issues. It is important to follow the steps below closely in order to avoid errors and crashes within 3ds Max.
- Open 3ds Max 9 and go to File > Import… Select “COLLADA (*.DAE, *.XML)” as your file type.
- Navigate to the folder where your COLLADA file is located and select it, then hit Open.
- Select the model and navigate to the Modify tab on Command Panel. Your object should be listed as an “Editable Poly.” If not, right click the object and select Convert To: > Convert to Editable Poly.
- Open the Material Browser by pressing “M” on your keyboard. Use the eyedropper tool and select your mesh. A new material should appear in the first slot in the browser. This material is created when exporting a mesh from Maya with COLLADA, and it can cause massive errors. This material HAS to be deleted before you can go any further.
- This is how the material browser will look right after you use the eyedropper. The problem material, in this case, is ash01_phong-fx. This name will change based upon your mesh and assigned material, but will ALWAYS end in “-fx.”
- Select a blank material slot and apply the material to your mesh. To get rid of the problem material, select it and push the “X” button above the eyedropper button. Choose the first option, “Affect mtl/map in both…” in order to delete the material from both your Material Browser AND the mesh it is applied to. If you choose the other option, it will only delete it from the browser, but its information will still reside in the mesh.
- One problem, however, is that the material still retains its old name. In order to correct this, click and drag an empty material slot (any will do) over the slot with the name ending in –fx. Select the material slot of the –fx material and make sure there is no “COLLADA CA” drop down box. If this is gone, you’re golden.