JoannaDark Posted February 6, 2008 Hello everybody, Does anyone know where I can find a plugin/if such a plugin exists that makes 3ds max backwards compatible? As in, files that I've (painstakingly) created in version 9 aren't openable by 8. I have 7 computers at my disposal to render in 8, and all my bipeds are created (painstakingly) in 9. I really, REALLY don't want to have to redo all that work. All the bipeds have skins and mocap files associated with them. Any takers? Share this post Link to post Share on other sites
Wrestlevania Posted February 6, 2008 I would be very surprised if this is feasible; AliasWavefront do so love to fuck-over their userbase on an annual basis -- or sooner, if even remotely feasible. Share this post Link to post Share on other sites
brkl Posted February 6, 2008 That's not backwards compatibility, that's forward compatibility. Share this post Link to post Share on other sites
syntheticgerbil Posted February 6, 2008 There is no way to save backwards, unlike Flash or Illustrator, which I'm guessing is the option you were looking for. I feel your pain though, I have been in this exact same situation with Max 8 and 7. I have yet to use 9. Is there anyway you can get away with rendering on the computer with Max 9 and have enough time? Share this post Link to post Share on other sites
JoannaDark Posted February 6, 2008 That's not backwards compatibility, that's forward compatibility. You're dead right. Of course, that's not help you're giving me, that's pedantics. Also, thanks synthetic, but I have waaaay too much rendering to do to do it on one computer. I hate my life. It wouldn't suck so much if all the bipeds didn't have to have 40 tiny spheres attached at precise points around the body, which all have to associated with whatever bone's nearest. I fucking hate max. Share this post Link to post Share on other sites
syntheticgerbil Posted February 6, 2008 I can suggest you try to export any objects you need as .3ds and see if you can go backwards, but from what I can remember, it ruins all of your texture information and unsmooths some of your polygons for some reason, sometimes even making breaks. If you have time to set up the character again with the Biped in a Max 8 file, you may be able to save your biped animations as .bip from the motion controls roll out in your Max 9 file and then load it onto your biped in Max 8. (edited from and put after last message.) Share this post Link to post Share on other sites
JoannaDark Posted February 6, 2008 I'll try that, thanks! The time consuming part of it is the chr-biped affiliation, if you will. And I will. But screw it, if I have enough time to forum about it I prob have enough time to just go do it! Share this post Link to post Share on other sites
brkl Posted February 6, 2008 Yeah, sorry, but but pedantics are all I can give when they've made this deliberately as difficult as possible so you'd have to buy the new version for every computer. Share this post Link to post Share on other sites
Wrestlevania Posted February 6, 2008 Of course, that's not help you're giving me, that's pedantics. It's pedantry, actually... Share this post Link to post Share on other sites
JoannaDark Posted February 6, 2008 holy thin expertly rendered ice wrestlevania! wow, my world has become so small... Share this post Link to post Share on other sites
Ginger Posted February 6, 2008 It's pedantry, actually... Thank you, that gave me a much needed laugh. Share this post Link to post Share on other sites
davidana Posted December 30, 2008 Hi, i'm in the process of putting blueprints together for a helicopter, however the front and side planes are not showing my reference image, it just goes white. I think it might be 'inside out' but i don't know how to fix it. The top view is fine. Any help would be great! Share this post Link to post Share on other sites
brkl Posted December 30, 2008 You need to twiddle that thingamajig... what's it called? Well, you know. Share this post Link to post Share on other sites
toblix Posted December 30, 2008 If you're using an UWV mapping plane, you should rotate it around the thingie. Share this post Link to post Share on other sites
syntheticgerbil Posted December 30, 2008 I think when you put on the UVW mapping plane, like Toblix said, you don't even have to rotate it. You can just check "reflect" or something along those lines in the modifier box. Share this post Link to post Share on other sites
toblix Posted December 30, 2008 Not if the plane is perpendicular to the surface, which I thought was what was going on. Share this post Link to post Share on other sites
syntheticgerbil Posted December 30, 2008 Yeah you know, just play with it. Share this post Link to post Share on other sites
Cigol Posted December 30, 2008 Yeah, it'll come naturally that way Share this post Link to post Share on other sites