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3DS model import and textures
Posted: 10 September 2007 05:33 AM   [ Ignore ]  
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Hello all,

I am trying to import a 3DS model into Universe 5.0.5 - the model is a car (a Citroen 2CV to be precise), and the geometry seems to import ok, albeit as only 1 group (for the whole car) - the trouble is, the textures that are associated with this model don’t seem to get imported, so I am left with a grey looking car. As the model is only 1 group (there are no layers for the separate car parts), I can’t really load the textures to their respective components. I have tried Transporter, but this does not help.

I have tried importing this model into other programs that I own (Cinema 4D versions 6 and 7, Cheetah 3D 2.6.1, Carrara 3.0.4, and Shade 7.2.1), and as much as it pains me to say it, they all import the car with textures intact.

Sorry for the newbie question - any help is appreciated.

Thanks in advance. red face

Power Mac G4 933Mhz, 1.5 GB RAM, Mac OS 10.3.9

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Posted: 10 September 2007 08:41 AM   [ Ignore ]   [ # 1 ]  
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In Animator’s File Import dialog box, turn on the “Skip File Validation” check box before clicking the Open button.

This may bring in the model with the UV coordinates intact.

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Matt Hoffman
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EI Technology Group, LLC.

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Posted: 10 September 2007 02:51 PM   [ Ignore ]   [ # 2 ]  
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Hello Matt,

thanks for your reply. However, it does not appear to work.

Any other thoughts ?

Thanks

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Posted: 10 September 2007 02:57 PM   [ Ignore ]   [ # 3 ]  
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Once you did this, you have to enable the use of UVs in the Group Info window of all the model groups.
This is, of course, assuming the model is meant to have UVs.

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Matt Hoffman
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EI Technology Group, LLC.

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Posted: 10 September 2007 03:11 PM   [ Ignore ]   [ # 4 ]  
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Matt,

as best as this newbie can determine, the “use UV space” checkbox was already checked before I imported the model. The model only has 1 group for the entire car - you may also note that when I import the model, I have to use the “all files” options for Universe to see it - if I choose 3DS as the file type to import, Universe won’t see it. I don’t know if this helps.

Thanks

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Posted: 10 September 2007 03:23 PM   [ Ignore ]   [ # 5 ]  
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Please send an e-mail to
I want to take this off line to get it dealt with more quickly.

Matt

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Matt Hoffman
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Posted: 10 September 2007 04:51 PM   [ Ignore ]   [ # 6 ]  
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When you import this into another program does it all come in as one group or many groups?

You might need to run the original 3DS through FormZ or Silo to get a .fac that contains all the different parts of the model if Transporter is insisting on combining them..

Ian

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Ian Waters
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Posted: 10 September 2007 05:23 PM   [ Ignore ]   [ # 7 ]  
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It’s just one group. I don’t see how it can be used in EIAS. No easy way to make the windows transparent unless
he takes the time to make transparency maps. There were none included with the model.

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Posted: 11 September 2007 04:30 PM   [ Ignore ]   [ # 8 ]  
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Ian, thanks for your thoughts on this topic.

In all the programs I have tried, the model just comes in as one “thing”. No layers, no separation of the different components etc. The difference is that in all programs apart from EI, the model comes in properly textured, and the individual textures are editable as well. I cannot do anything in EI with a grey lumpy 2CV.

I do not own Silo, and I have only older licenses of formz, version 2.9 and version 3.5. I tried 3.5, but as best as I can determine, it does not even offer a 3DS import. In fact I couldn’t get the model to import at all. I don’t think it is Transporter that is combining the groups. Somehow the other programs I mentioned earlier seem to understand something about the model and the textures that EI does not.

So my question is this : will a future version of EI (maybe version 7) behave like the other programs I mention, and be able to import this file properly, or are you not going to pursue this at all ?

Thanks

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Posted: 12 September 2007 02:56 PM   [ Ignore ]   [ # 9 ]  
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Paul,
formZ will import 3DS.  I am more than happy try and convert it into a fact for you.  I’ve been exporting a lot of cars recently.  It doesn’t work as well as OBJ2Fact in the layering.  It does however work, and you don’t have an obj.

Send me the file if you like.

Yon

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Posted: 13 September 2007 03:40 PM   [ Ignore ]   [ # 10 ]  
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Hello Yon,

thanks for your offer of assistance - I will send you the file later today - I will probably send it in three separate emails, owing to the total size.

Thanks
Paul

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Posted: 18 September 2007 09:54 AM   [ Ignore ]   [ # 11 ]  
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Paul,
Incase you sent it, I didn’t see it.

Hope all is well in the land Down Under.
Yon

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Posted: 23 September 2007 02:31 PM   [ Ignore ]   [ # 12 ]  
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I’m working on the same issue, getting car models with texture into EI. I’m in RANT mode, this should not be a concern.

This is the one thing EI claim to be good at “HardBody Surface rendering”. This of ALL things, (Importing car models with texture) should be EI’s boon, rendering huge files with textures. Import _ render…

OK. I feel better now. >:-/

Anway, I don’t think a car that is all grouped can import separate texture. You have to “separate” the model with a command first. It’s pretty much the same in any modeler. More than likely going through anoher “step” or translation with a modeler will cause a problem with the texture assignmetns.

The thing that bothers me the most about EI sometimes...it’s the simple 10 year old problems. like no no model batch import.

I’m ready to set up a coupe and self appoint myself to the advisory board. Mutiny.

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Posted: 23 September 2007 07:15 PM   [ Ignore ]   [ # 13 ]  
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AVTPro - 23 September 2007 02:31 PM

I’m working on the same issue, getting car models with texture into EI. I’m in RANT mode, this should not be a concern.

This is the one thing EI claim to be good at “HardBody Surface rendering”. This of ALL things, (Importing car models with texture) should be EI’s boon, rendering huge files with textures. Import _ render…

OK. I feel better now. >:-/


Anway, I don’t think a car that is all grouped can import separate texture. You have to “separate” the model with a command first. It’s pretty much the same in any modeler. More than likely going through anoher “step” or translation with a modeler will cause a problem with the texture assignmetns.

The thing that bothers me the most about EI sometimes...it’s the simple 10 year old problems. like no no model batch import.

I’m ready to set up a coupe and self appoint myself to the advisory board. Mutiny.

ATVPro,

I can only hope that The Mighty Hoff is addressing this issue and trying to get it solved. As i stated in my initial post, other programs can import this model with textures. The model is not split into bits, but the textures are editable, which means i can change the colour of the car’s paint work, for example. For simple arch viz work, it doesn’t matter (to me anyway) that the model is not split into bits. As long as the textures can be changed, that is all I ask. EI is always my first choice, but issues like this should be sorted.

Also, thank you to Yon from Black box design, who very kindly helped me with this model.

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