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09.08.2000 at 12:38PM PDT, ID: 11230601
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.3ds or .max with opengl

Tags: 3ds, opengl, max
I'm making a program using c++ with opengl. I've created models in 3ds max and I need to load them into my program.
HOW ???
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Question Stats
Zone: Programming
Question Asked By: qar
Solution Provided By: cybermike3d
Participating Experts: 11
Solution Grade: A
Views: 78
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09.09.2000 at 12:43AM PDT, ID: 4244665

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09.10.2000 at 03:41PM PDT, ID: 4253646

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09.16.2000 at 04:44AM PDT, ID: 4325211

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09.16.2000 at 04:44AM PDT, ID: 4325212

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09.19.2000 at 08:58AM PDT, ID: 4359033

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09.21.2000 at 07:04AM PDT, ID: 4388417

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09.21.2000 at 11:31PM PDT, ID: 4398583

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09.22.2000 at 01:07AM PDT, ID: 4399129

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10.02.2000 at 04:08AM PDT, ID: 4530840

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10.02.2000 at 05:08AM PDT, ID: 4531489

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10.02.2000 at 05:54AM PDT, ID: 4532384

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10.02.2000 at 06:45AM PDT, ID: 4533380

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10.02.2000 at 01:03PM PDT, ID: 4541120

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10.23.2000 at 11:53AM PDT, ID: 4866003

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10.27.2000 at 01:23PM PDT, ID: 4949570

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04.22.2001 at 10:16PM PDT, ID: 6025907

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05.15.2001 at 07:46AM PDT, ID: 6081873

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05.31.2001 at 03:53PM PDT, ID: 6143670

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06.01.2001 at 11:22AM PDT, ID: 6146809

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06.01.2001 at 07:08PM PDT, ID: 6147973

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06.02.2001 at 01:03AM PDT, ID: 6148359

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06.03.2001 at 08:00AM PDT, ID: 6150414

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06.06.2001 at 09:17AM PDT, ID: 6160277

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10.20.2002 at 02:58PM PDT, ID: 7350324

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09.09.2000 at 12:43AM PDT, ID: 4244665
Hi

Its not going to be easy. I export the scenes from Max2 using File->Export and then selecting ASCII scene export (*.ASE) from the file types. A dialog then pops up asking you what parts of the scense you would like to export. The exported text file contains all the info you need, although you will have to write a simple parser to convert the info to a more useable binary format.

Matth
 
09.10.2000 at 03:41PM PDT, ID: 4253646
Best bet is to get hold of a .3ds file loader, or write your own.  There are several on the net.  If you want the file format goto www.wotsit.org.  Loaders can be found by a simple yahoo search.  You cant use the .MAX files directly as this is an undocumented format (Far to complex to try and hack as well).  So export to .3ds is the best bet.  

Oh, if your feeling adventurus and have the maxsdk you could write your own max exporter, but if your just starting out i wouldnt bother.  

Oh, take a trip to www.gamasutra.com or www.gdmag.com or www.flipcode.com.  These will give you all the info you will need.

Hope it helps

Adrian
 
09.16.2000 at 04:44AM PDT, ID: 4325211
Adjusted points from 100 to 150
 
09.16.2000 at 04:44AM PDT, ID: 4325212
I guess that ASE file is the right answer for my needs. (with this ASCII file I can convert and use the data however I want).

However, I couldn't find a document that cover ALL the information included in the ASE file (including textures, animation etc.).

Can someone tell me where to find such documentation ?
 
09.19.2000 at 08:58AM PDT, ID: 4359033
Adjusted points from 150 to 200
 
09.21.2000 at 07:04AM PDT, ID: 4388417
Hi qar,

you can download the 3DS file toolkit from my 3DS page at http://www.lischke-online.de/3DS.html. This toolkit loads each and every information you could need from *.3ds, *.prj and *.mat files and provides them via data structures. Converting them to OpenGL data should then be only half that difficult.

If you can use Delphi code then I recommend downloading my Opener sample application. This contains the only working (and to my knowlegde freely available) implementation to convert smoothing groups to vertex normals.

Ciao, Mike
 
09.21.2000 at 11:31PM PDT, ID: 4398583
Does .3DS file contain animation?
(it is very important)
 
09.22.2000 at 01:07AM PDT, ID: 4399129
Yes it does. Half of the chunks in a 3DS file  have something to do with animation (called keyframer data). But be warned. This is non-trivial stuff. You get socalled keys for certain frames to translate, rotate or scale your meshes. For cameras and lightsources similar data is available. The keyframer stuff defines also the hierarchy of the scene (to reuse meshes instead of defining them several times).

Ciao, Mike
 
10.02.2000 at 04:08AM PDT, ID: 4530840
IF you need to convert 3ds file for Opengl C format you need this program: Okino PolyTrans. It will convert your 3DS file to simle C code.
 
10.02.2000 at 05:08AM PDT, ID: 4531489
Poxmelio,

May I friendly lead your attention to an important issue? Here in Experts-Exchange it is common practice to lock questions
with an answer only if you are the first expert in the thread, or if all other comments are evidently wrong. Otherwise it is
usual to post a *comment* only. This way the questioner can later easily choose which expert helped most. Additionally,
using comments only is more polite because:
 
- the question can easily be deleted if necessary
- it cannot happen that an answer is accidentally accepted
- you show that you acknowledge the work already done
- you give other experts a chance to post a better answer
 
Please, be so kind and use the option "withdraw answer" to convert your answer to a normal comment.
 
Thank you for listening...   (-:
 
10.02.2000 at 05:54AM PDT, ID: 4532384
Poxmelio changed the proposed answer to a comment
 
10.02.2000 at 06:45AM PDT, ID: 4533380
Thank you :-)
 
10.02.2000 at 01:03PM PDT, ID: 4541120
Hello again,

I've managed to figure out most of the information exported by 3DS MAX to the .ASE file.

The missing part is that keyframe data.

Can someone be kind enough and tell me what exactly is that information stands for?
 
10.23.2000 at 11:53AM PDT, ID: 4866003
Hi, I had the exact same problem. I solved it by saving the file in VRML format, which is possible to do in 3dsmax. VRML is easy to decode since its human readable.
Use VRML 2, and you will only need to implement the function that 3dsmax uses, if you know opengl, just go through this specification and it should be a problem:
http://www.vrml.org/technicalinfo/specifications/vrml2.0/index.htm
 
10.27.2000 at 01:23PM PDT, ID: 4949570
There is a ;ase loader source code at:
http://nate.scuzzy.net/ase/aseDemo.zip

Hope this help!
 
04.22.2001 at 10:16PM PDT, ID: 6025907
The keyframes are specific frames in an animation where important "events" occur.  For example...
You want a sphere to rotate 180 degrees over a period of 5 seconds...

KEYFRAME 1: Sphere begins rotating at 36 degrees per second.

...5 seconds later...
KEYFRAME 2: Sphere stops rotating.

In most cases, the keyframe info will basically tell you where everything is and how its oriented in each keyframe.  Generally, its up to the software to take that information and determine what happens BETWEEN keyframes.  HOWEVER, I don't know for sure what sort of keyframe info is in the .ASE files.
 
05.15.2001 at 07:46AM PDT, ID: 6081873
Just some additional info... You can export your model to either .ASC or .ASE ascii files. It seems (note: seems) that .ASE is the better choice when it comes to texturing of the model. That, plus the fact that .ASE holds much more info makes .ASE a good choice over .ASC files. However, if you only need vertice+face info, .ASC might be all you need.

Bye,
JC
 
05.31.2001 at 03:53PM PDT, ID: 6143670
Greetings.
 
This question is still open today, perhaps it was overlooked or just lost in the volumes.  Please return to this question to update it with comments if more information is needed to get your solution.  If you've been helped by the participating expert(s), you may just convert their comment to the accepted answer and then grade and close.  If an answer has ever been proposed you may not have this option to accept the comment as answer, if that is the case, ask the specific expert you wish to award to post an answer.     This benefits others who then search our PAQ for just this solution, and rewards the experts who have provided information.  A win/win scenario.  Please DO NOT accept this comment as an answer,  it is merely a reminder.
 
If you wish to award multiple participants, you can do so by creating a zero point question in the Community Support topic area, include this link and tell them which experts you'd like to award what amounts.  If you'd like to delete this question, use the same process as above, but explain why you think it should be deleted.  Here is the Community Support link:   http://www.experts-exchange.com/jsp/qList.jsp?ta=commspt
 
You can always click on your profile to see all your open questions, in the event you also have other open items to be resolved.   If your number of Questions Asked is not equal to the number of Answers Graded, choose to VIEW question history, and you'll quickly be able to navigate to your open items to close them as well.
 
I've had excellent help from experts-exchange through the years and find the real key to getting what I need is to remain active in all my questions, responding with results to suggestions until my solution is found, and recommend that highly.
 
Thank you very much for your responsiveness, it is very much appreciated.  
":0)  Asta
 
06.01.2001 at 11:22AM PDT, ID: 6146809
I exported my model to .ASE file. This file contains all the information I want. The only problem is the keyframer data. I tried to view the source file of the ase exporter provided with 3dsmax. It says that for rotation data, for example, the output contains the degree and the rotation vector (x,y,z), But it's not working at all. I heard rumors that the ase exporter code is broken and that the y and z axis must be switched..
Anyway, I tried to read the keyframer data in many different ways but none of them worked for me.
If you have any alternative, please tell me.
Thanx
 
06.01.2001 at 07:08PM PDT, ID: 6147973
Now that you've updated this, I've let others also know that you have new information and still need help.  Please stay with this through closure, I'll stay tuned.

Here's the pointer Q I posted on your behalf to find your solutions:

http://www.experts-exchange.com/jsp/qManageQuestion.jsp?ta=3dgames&qid=20128715

Asta
 
06.02.2001 at 01:03AM PDT, ID: 6148359
Can you post a portion of the keyframe data in your file so I can be reminded of the format?
 
06.03.2001 at 08:00AM PDT, ID: 6150414
*TM_ANIMATION {
          *NODE_NAME "right_hand_palm_bone"
          *CONTROL_ROT_TRACK {
               *CONTROL_ROT_SAMPLE 0     1.0000     -0.0000     0.0000     0.5226
               *CONTROL_ROT_SAMPLE 800     -1.0000     0.0000     -0.0000     0.2945
               *CONTROL_ROT_SAMPLE 1600     -1.0000     0.0000     0.0000     0.2254
               *CONTROL_ROT_SAMPLE 2400     -1.0000     -0.0000     -0.0000     0.0027
 
06.06.2001 at 09:17AM PDT, ID: 6160277
Wont it be easier to just convert the .3ds file into a .x file using the conversion utility that comes with dx8 sdk ? U then have access to all aspects of the mesh and animation from within yr s/w without any long winded coding. Of course, extensive doccumentation on 3ds file format is available form www.wotsit.org, complete with code samples ... Must admit, when DX8 was released ... I trashed all my opengl work, and converted
to DX8 ... never looked back.
Best regards
Cybermike3D
Accepted Solution
 
10.20.2002 at 02:58PM PDT, ID: 7350324
You can easily reverse-engineer the keyframing symbols. I got a ASE keframe loader running well and there is no bug in the 3DS code. No, they didn't switch the x,y,z. I'll point out a few things which might help you along.

1) the frame transformation are cumulative. i.e. to jump to the 4th frame, you have to do ALL the prior transformation. (i.e. 1st, 2nd ,3rd.)
2) translate then rotate (duh)
3) each rotation is by the own objects local axes. (this is probably why people THINK 3DS messed up their code) some rotation seems totally wrong probably because you might have cloned/rotated some objects and their axes get inverted too. best way to avoid this is to reset each object local axes to the world axes.

good luck with your loader.
email me if you still need help: zlim@umich.edu
 
 
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