C7Studios Posted September 22, 2011 Share Posted September 22, 2011 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 pluginThe 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=123112Once 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.Step 3 - Configure Importation Select the 3dsMax symbol from the top left of the screen (File Menu) ->Import->ImportYou 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.)Step 4 - Configure ExportationSelect the 3dsMax symbol from the top left of the screen (File Menu) ->Export->ExportYou 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.Step 5 - Installation and usage of Get-Vector scriptThe 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.phpOnce 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. 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.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.For additional information on connection nodes, go to the ksp wiki part.cfg specification. http://kerbalspaceprogram.com/~kerbalsp/wiki/index.php?title=CFG_File_DocumentationAdditional InformationAll 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_polygonUpdated 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. Link to comment Share on other sites More sharing options...
Capt'n Skunky Posted September 22, 2011 Share Posted September 22, 2011 Excellent work C7!Arrr!Capt\'n Skunky Link to comment Share on other sites More sharing options...
Nomad Posted October 12, 2011 Share Posted October 12, 2011 Thanks for this tutorial! This is going to help me set up my scene in 3ds max... i just hope having a 2009 version is not going to affect anything Link to comment Share on other sites More sharing options...
Aliv3 Posted October 29, 2011 Share Posted October 29, 2011 Perfect thank you, i was hoping there would be a tut for 3ds max 2012. Just got my copy and am looking forward to making plenty of explosi.. i mean parts. Link to comment Share on other sites More sharing options...
Maraz Posted April 20, 2012 Share Posted April 20, 2012 Having a sample MAX file and texture file of an ingame object, as a reference, would help much.ThanksMaraz Link to comment Share on other sites More sharing options...
C7Studios Posted April 20, 2012 Author Share Posted April 20, 2012 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. Link to comment Share on other sites More sharing options...
Maraz Posted April 20, 2012 Share Posted April 20, 2012 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 Link to comment Share on other sites More sharing options...
Maraz Posted April 23, 2012 Share Posted April 23, 2012 I understood that I can easily import existing DAE meshes and textures in Max, so probably the sample file is not needed, after all ! Link to comment Share on other sites More sharing options...
C7Studios Posted April 23, 2012 Author Share Posted April 23, 2012 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 Link to comment Share on other sites More sharing options...
Maraz Posted April 24, 2012 Share Posted April 24, 2012 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.maxThanks!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 Link to comment Share on other sites More sharing options...
roarke Posted June 24, 2012 Share Posted June 24, 2012 Why on 3d max 9, it is saving as .fbx but not .dae even with texture applied ? Link to comment Share on other sites More sharing options...
krail Posted August 14, 2012 Share Posted August 14, 2012 great guide c7, thanks Link to comment Share on other sites More sharing options...
ledo1222 Posted August 26, 2012 Share Posted August 26, 2012 Can this apply to 3ds Max 2013? Link to comment Share on other sites More sharing options...
ashrutoraman Posted October 2, 2012 Share Posted October 2, 2012 (edited) 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 October 4, 2012 by ashrutoraman Link to comment Share on other sites More sharing options...
SpannerMonkey(smce) Posted October 18, 2012 Share Posted October 18, 2012 HI re the indicating of node direction, in your tutorial it looks as though you have the origin of your box indicator at the bottom end closest to the model, is this the correct position? could you clarify as i find the placing of attach and angular nodes a bit of trial and error.Cheers Link to comment Share on other sites More sharing options...
Tangent Posted May 8, 2013 Share Posted May 8, 2013 Not sure if anyone cares but 3DS Max 2014 can export .DAE without any plugin or additional setup. Link to comment Share on other sites More sharing options...
PDCWolf Posted May 9, 2013 Share Posted May 9, 2013 This really needs an update, specially for the linked tools. Link to comment Share on other sites More sharing options...
Devo Posted May 9, 2013 Share Posted May 9, 2013 Guys, have you tried blender, really? I was a 3DSMax nut, still am - but spent $$$$$ too much on autodesk. Blender is free and you work fasterOne model I make, in blender and export and animate in unity, takes 20 minutes.Same model, to do the same in 3dsmax takes 45 mins. Link to comment Share on other sites More sharing options...
PDCWolf Posted May 9, 2013 Share Posted May 9, 2013 Guys, have you tried blender, really? I was a 3DSMax nut, still am - but spent $$$$$ too much on autodesk. Blender is free and you work fasterOne 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. Link to comment Share on other sites More sharing options...
EndlessWaves Posted May 9, 2013 Share Posted May 9, 2013 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. Link to comment Share on other sites More sharing options...
Rich Posted May 9, 2013 Share Posted May 9, 2013 Thread closed, this is old. Link to comment Share on other sites More sharing options...
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