Modelling in 3dsmax for director

If it is the first time for you to export scenes from 3DSMax to Direc­tor Shock­wave 3D, it may occur that you have a prob­lem with the world axes ori­en­ta­tion in these two envi­ron­ments. In Max they look this way:(figure1); in Direc­tor — that way:(figure2)

figure1 figure2

Thus some­thing, which in 3DSMax appears like this:(figure3), seen through a Direc­tor ori­ent­ed by default cam­era will look this way:(figure4).

figure3 figure4

One of the things that can be done to solve the prob­lem is to rotate the whole scene in 3DSMax to ‑90 degrees along the X axis and to export it again to Direc­tor. It seems that every­thing is nor­mal. Except the fact that the cube is mov­ing along the nor­mal­ly called Z axis in Direc­tor, nev­er mind that we explic­it­ly wrote

_scene.model(“Box01”).translate( 0, _destination, 0 )
instruct­ing it to move along the Y axis.
We would like the local Y axis to coin­cide with the glob­al Y axis. For this pur­pose, after rotat­ing the scene to ‑90 degrees along the X axis, we select all the objects in the scene, choose Utilities>ResetXForm and press Reset Select­ed but­ton. After the scene is export­ed again, we see that this time the local axis of the mov­ing cube coin­cides with the glob­al Y axis — in oth­er words, the cube is ori­ent­ed and moves accord­ing our expectations.
And one last note: In order to avoid dif­fer­ences in the scale of the objects cre­at­ed in 3DSMax and those cre­at­ed in Direc­tor with Lin­go, in 3DSMax always use gener­ic units. From the main menu bar, choose “Cus­tomize > Units Set­up… > Gener­ic Units”. Below are the com­plete files:

Mod­el­ling In Max (994 downloads) 

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