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export human body mesh to vrml
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  • jirka_r
  • Posted: 23 February 2009 10:38 AM
  • Total Posts: 4
  • Joined: 23 February 2009 06:21 PM

Hello everyone,

I’m kind of new to max so I would really appreciate some help…
I have created a human body mesh in 3ds max, having fitted biped inside…
What I need now is to be able to animate this mesh inside vrml by java.
My question is how to do the export itself?
I divided the mesh to the same body structure as the biped has. The problem is
that a rotation center is also somewhere else then it suppose to be (inside vrml), so the actual body
part, after applying some rotation value, is broken apart from the rest of the body.

What is the correct procedure for exporting mesh from 3ds max to vrml?
Should be some modifiers applied first (physique, skin) , taking the biped as a helper object and deleting it in vrml ?

Any help is very appreciated!

Thank you!!!!

Jirka



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http://www.cescg.org/CESCG-2004/papers/54_JeginovicSanjin.pdf read part five

5. Exporting 3d scenes from 3ds max to VRML
Once a scene is created and everything is in place, the scene is ready to be exported to VRML. 3ds max has a built-in VRML exporter. In version 5, 3ds max creates VRML files (.wrl) that are compatible with the VRML97 standard. When exporting to VRML, the user has the opportunity to configure a number of important parameters in the VRML97 Exporter dialogue box shown in Figure 8.



Computer engineer, 3ds max freelancer
3ds max used currantly using max 9 (7, 8)
poser using 8 (5,6,7)
windows xp sp2
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  • jirka_r
  • Posted: 25 February 2009 06:21 AM

Actually I am able to export my scene to vrml, but I am not able to animate my mesh, using java - setting rotation parameters to body parts, correctly. Inside 3ds max, after applying skin modifier everything works well, but when I export the scene to vrml and set some rotation parameters the result is pretty ugly. I know that inside 3ds max the biped is just a helper object, when I called the autodesk helpdesk I was told to separate body parts of my mesh to same structure as the biped is, than to apply modifier and export it to vrml and finaly to delete biped and to animate only mesh. Unfortunately this did not work for me. I have placed on web just small example. It is upper arm exported from max and then small rotation applied to forearm. As you can see, the center of rotation for forearm is very wrong. You can check it at
http://www.eurus.cz/a.wrl

Can anyone help?

Thank you!!!!

Jirka



Replies: 0