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Collaborating with 3DSMax artist when I don't have 3DSMax
Hey all, I have a dumb n00b question. :D We are 2 scripters and a 3D artist collaborating on a Unity project. We are all new to Unity and are having a very hard time setting up an environment for exchanging files. Our artist is creating his models in 3DS Max and then importing them into Unity. It works fine for him, but if he sends us his files, although they show up as assets in Unity we cannot actually see the models. Selecting the asset just selects a gray box.
We are just using the free version of Unity for now, so we can't use the Asset Server or any real version control. We don't anticipate a lot of conflicts with such a small team anyway, though. Can someone give us step by step instructions as to how to make this work? Thanks.
Answer by equalsequals · May 27, 2010 at 03:58 PM
Unity needs 3DSMax installed on the same machine as Unity to be able to read the .max files. The easiest work around is to have your artist export the models to .fbx manually as that is what Unity does in the end anyway.
Cheers,
==
Thank you - we have tried that and it still doesn't seem to work, but perhaps we need to create a whole new project that doesn't include the .max files at all. Our artist is going to try that now.
Are the .fbx files occupying the same namespace as the old .max ones?
How do you mean the same namespace? He is putting them in the same folder, with the same name other than the extension.
that's what I mean by namespace, short of the extension, the string path is exactly the same and since Unity uses $$anonymous$$ax's fbx exporter .dll to create its own .fbx, it would be overriding it on his end. I suggest giving it a name like filename_fbx for the .fbx files and trying it that way.
Ahhh O$$anonymous$$, that makes sense. Thanks very much, we'll try that!
Answer by GODLIKE · May 27, 2010 at 04:13 PM
I suggest to manually export FBX files, that solves a lot of problems.
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