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3ds Max- Kerbal Parts Guide - Updated 1-2-2012


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Setting Up 3ds Max for usage with Kerbals. This guide is for 3ds Max 2012. But should apply to older versions.

Step 1 - Setting up DAE FBX plugin

The first thing to do is to get the latest version of the DAE FBX plugin from autodesk. This is the file format for KSP 3d models. You can get the plugin from the link below.

http://usa.autodesk.com/adsk/servlet/pc/item?id=10775855&siteID=123112

Once you run the installer, you\'ll now have the latest exporter for DAE files.

Step 2 - Setting up Units.

KSP uses Meters for measurements in the game engine. We\'ll set up MAX to use the same scale as KSP. This will prevent issues with scaling when adding parts to KSP. (See the Section on Resetting X-Form below for more information) You can actually set this to anything you like. But you will have to change the scale value of the part.cfg file to match. If you use meters, all conversions will be 1:1 and you may set scale in the part.cfg to 1.0.

Select Customize->Units Setup from the top menu.

Under Units Setup you\'ll find a bullet to select metric units. From the drop down menu select meters. Next click system unit setup. Under system unit scale set 1 unit = 1.0 Meters.

3dsMaxSetupUnits.png

Step 3 - Configure Importation

Select the 3dsMax symbol from the top left of the screen (File Menu) ->Import->Import

You will now be asked to select a type of file to import. From the drop down box, select->files of type->Autodesk collada(*.dae)

After choosing the file you want to import, the FBX import screen will open. This will allow you to configure the FBX plugin. Expand advanced options, and make sure the scale factor is set to 1.0 and file units converted to: = Meters.

Next Select okay to complete your importation.

(Please note, if you are importing more then one part, you must change the name of your node_collider temporarily to something else, such as node_collider2.) This is due to the fact that every part in ksp has a node_collider part, and MAX does not allow for two meshes to have the exact same name.)

3dsMaxFBXImport.png

Step 4 - Configure Exportation

Select the 3dsMax symbol from the top left of the screen (File Menu) ->Export->Export

You will now be asked to select the type of file to export. From the drop down box, select->files of type->Autodesk collada(*.dae)

After naming the file, select save. This will open the FBX Export screen. This will allow you to configure the FBX plugin. Expand include->geometry. Make sure to check only smoothing groups, and triangulate. Next expand Advanced Options -> Units, Advanced Options -> Axis Conversion. Check the Scale factor under Units and make sure it reads 1.0. You will also see an option for scene units converted to: Meters. If these settings are not correct, uncheck automatic and you will be able to select meters from the drop down menu. Next Check Axis conversion, select the axis you want to be up. In this case, we want to set the Up-Axis to Y-Up from the drop down menu. (if you find that your parts are oriented incorrectly, try Z-up instead) Next click Okay to finish exporting your file.

3dsMaxFBXExport.png

Step 5 - Installation and usage of Get-Vector script

The get Vector tool is very useful. It will allow you to find the correct co-ordinates for attach points and angles in KSP. The 3ds max script for finding these values is included in the KSP sdk. Which is available from the main KSP download site.

http://kerbalspaceprogram.com/download.php

Once you have installed the KSP sdk, you will find a script named getVectorTool.ms. This is the script we are going to be setting up and using so mark the location or place it in your 3dsmaxinstall->scripts file.

Next, we need to 'run' the script. Although it may seem counter intuitive, running the script will only install the script into MAX, not run it. This is the reason that 'running' the script appears to do nothing.

To run the script (install), Select MAXScript->run script. Navigate to the location of getvectortool.ms, select it and choose open.

3dsMaxGetVector1.png

Next we need to have a way to execute the script. To do this we must tell MAX what key combination activates the script. I personally use shift+V to do this. But you can assign any key combination you want to any script.

To set the keystroke to activate our script, Select, Customize->Customize User Interface... Under Keyboard, scroll through the list of actions until you find get_vector_tool_mcr. Select it, and it will highlight. Look over to the right of the menu, there you will find a box labled hotkey:. Press your key combination while this box is selected. You should see the key combination appear under the hotkey window. Next, select assign once you are happy with the key combination. Assigned to will now change to your select key combination. Once complete, simply close this menu.

3dsMaxGetVector2.png

Next, I\'ll show you how to effectively use the get vector tool.

First Create a simple shape, such as a rectangle. (See the example below) We will use this to 'point' in the direction of the connection node we wish to create for our part. I use a rectangle, so I can tell not only the co-ordinates of the connection, but the angle. Place your small rectangle on the model where you want to create a connection node, and angle it as you desire. With the object selected hit your key combination to activate the get vector tool. From the drop down box, select format->KSP Cfg Syntax. Next press :Get It!: to generate the co-ordinates. Hit, copy Paste me to add the vector to your clip board. You can now paste this in the part.cfg file.

3dsMaxGetVector3.png

For additional information on connection nodes, go to the ksp wiki part.cfg specification.

http://kerbalspaceprogram.com/~kerbalsp/wiki/index.php?title=CFG_File_Documentation

Additional Information

All parts in KSP must have a material. Most 3d programs will automatically add a default material to your part. If for some reason the material isn\'t assigned, your part will not work.

The node_collider is how your part interacts with the physics engine. This is simply a part that has had it\'s name changed to exactly node_collider. Though you may be tempted to just duplicate your part and name it node_collider, this is typically a bad idea! The more complex your collider is, the slower your part will run, especially on weaker computers. In addition, most aesthetically pleasing models are in some way concave. I use simple geometry for my node_colliders such as squares, or other primitives. Your collider must also be convex, if it is concave on any axis it may cause 'undefined behavior' from the physics engine. Signs of this will include, improper attachments, g-spikes, part explosions, missed collisions and general bad times. If you are unfamiliar with the concept of Convexity, please reference the link below.

http://en.wikipedia.org/wiki/Concave_polygon

Updated 1-2-2012: Resetting part X-Form.

Whenever you move or scale a part in 3ds-Max, a transform is applied to it. For instance, if you scale up a part to exactly fit another, the scale may be 110% instead of the original 100%. I\'ve noticed that these transformations often cause issues when importing a part to KSP. By resetting the X-form we can ensure that your part will be the exact same size in game as it is in 3ds-Max.

How to Reset the X-form. (Generally not needed unless you are having problems)

On the right hand of your screen, select the toolbox icon. (If you are using a different version of 3ds the icon may appear differently then below, but it is typically the one on the far right.) Under the Utilities header, select reset XForm. You\'ll now see a window below that says 'reset selected'. Select your parts, and click 'reset selected'. Once this is done, you should now see 'XForm' on the top of the stack in your modifier list. Right click on the XForm entry and a context menu will appear. Select 'Collapse All' This will collapse all transformations into the 3d model, and should prevent any scaling or distortion of your part in KSP! Its now safe to Export the file to a .Dae to be used in game.

CollapseX-Form.jpg

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I\'ll see if I can put one together. I have a base that I use for all my files. Some things like the setup of the plugins will still need to be done manually though.

Thanks!

Maraz

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Yea, you can import them quite easily :). Well here is the .max file that I use. I\'m on 3ds max 2011, so I doubt it will work on older versions. But give it a shot if you like.

http://dl.dropbox.com/u/36240098/FlightPack/C7%20Base.max

Thanks!

I tried Max2009, and it seems that the DAE export plugin that comes with it is not compatible with KSP. I got a huge object in game!

Instead, I tried Max2012 and had no problem exporting a simple object to KSP. So I will use Max2012.

Maraz

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can we update it for 2013? import export dae is looking different than here. parameters here looks like causing scaling issues when made it same as here... also options menu for import/export is different than 2012... trying to go back 2012 version for now to chek...

also pls can you make tutorial video for 3dsmax/ like blender one wich is to show how to make models get in to game?

Edited by ashrutoraman
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Guys, have you tried blender, really? I was a 3DSMax nut, still am - but spent $$$$$ too much on autodesk. Blender is free and you work faster

One model I make, in blender and export and animate in unity, takes 20 minutes.

Same model, to do the same in 3dsmax takes 45 mins.

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Guys, have you tried blender, really? I was a 3DSMax nut, still am - but spent $$$$$ too much on autodesk. Blender is free and you work faster

One model I make, in blender and export and animate in unity, takes 20 minutes.

Same model, to do the same in 3dsmax takes 45 mins.

Even if there's a real benefit, I still need the get vector tool which I'm unable to find.

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I still need the get vector tool which I'm unable to find.

It can be found in the SDK linked on the front page of the wiki. The rest of the SDK is now long defunct though and the link really needs removing and rehosting with just that script but unfortunately normal users can't edit the wiki front page.

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