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Must modelling be done in GMax? (Read 1686 times)
Jan 28th, 2010 at 11:35am

machineman9   Offline
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Just a quick question sort of to do with my other thread, but more in general.

I prefer to use Anim8or for modelling objects as I find it a lot easier to control and should make modelling things go a bit quicker. My question is, can I use Anim8or to model everything and then export it in .3ds to GMax and have it work in FSX?


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Reply #1 - Jan 28th, 2010 at 1:22pm

Fr. Bill   Offline
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No, AFAIK. You do have some choices though. GMax is free and fully supported by the SDK.

FSDS v3.x is payware, and is "sort of supported" by the SDK.
 

Bill
... Gauge Programming - 3d Modeling Eaglesoft Development Group Intel Core 2 Quad Q6600-4GB DDR2 Crucial PC6400-800 GB SATA-ATI Radeon HD2400 Pro 256MB DX10 NOTE: Unless explicitly stated in the post, everything written by my hand is MY opinion. I do NOT speak for any company, real or imagined...
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Reply #2 - Jan 28th, 2010 at 1:27pm

machineman9   Offline
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Well I do like using GMax over Anim8or for modelling because it gives me the right dimensions which saves me from having to resize the model later (on Anim8or I am making up my own units of length)

However Anim8or has some issues displaying the GUI, but it should be better for when putting down a reference image to work from.

Should I just risk it and hope for the best?
 

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Reply #3 - Jan 28th, 2010 at 8:28pm

Felix/FFDS   Offline
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The only "supported"  modelling programs are gmax and Max 7/8/9.

FSDS uses the FS2004/FSX SDK tools, but with issues (not all of FS-X eye candy is supported by FSDS, but 3rd party add ins add that functionality.

Canvas3D is not directly supported, but a user created converter has been made and works.  SO far, only one person is using that.

USe of any other modelling program basically means that the user is (semi) on his own to convert the model into a format that can be used by one of the modelling programs and then finalized there.

Basically, create the mesh as you feel most comfortable, and then import it into gmax to finish off animations, texturing and final compiling.

 

Felix/FFDS...
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Reply #4 - Jan 30th, 2010 at 2:51pm

Fr. Bill   Offline
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As a codicil to Felix's last post...

Google's SketchUp is now supported by third-party addon(s) that will convert the output to a form that the FS tools can use, but it's only good for scenery...
 

Bill
... Gauge Programming - 3d Modeling Eaglesoft Development Group Intel Core 2 Quad Q6600-4GB DDR2 Crucial PC6400-800 GB SATA-ATI Radeon HD2400 Pro 256MB DX10 NOTE: Unless explicitly stated in the post, everything written by my hand is MY opinion. I do NOT speak for any company, real or imagined...
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Reply #5 - Feb 28th, 2010 at 2:54pm

Tango_Romeo   Offline
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Just another opinion....

The key operating feature responsible for Gmax's popularity is, I believe, the word FREE.   Regardless of the SDK support business (the relevance of which depends on the sim you're modeling for), it is an awkward program to both learn and use compared to FSDS.  Smiley

I've had both FSDS and Gmax since the beginning of both, but I did learn on FSDS and might be a touch prejudiced.  But ragging on FSDS is certainly not justified in any way.   Roll Eyes

FSDS is easier to learn and easier to use because it is more 'intuitive' and streamlined.  MDL and/or BGL file creation is a simple and straight forward process, which is not the case with the cumbersome Gmax system.    Wink
 

Many Hands Make Small Work ... P-51 Contract Lost - Build Swifts

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Reply #6 - Feb 28th, 2010 at 3:48pm

Felix/FFDS   Offline
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Tango_Romeo wrote on Feb 28th, 2010 at 2:54pm:
I've had both FSDS and Gmax since the beginning of both,


So have I - from FSDS1.0, through FSDS 4 I mean 3.5.1

Quote:
but I did learn on FSDS and might be a touch prejudiced. 
 

It's perfectly all right to be an admitted masochistic Luddite -we wear it as a badge of honour!


Quote:
But ragging on FSDS is certainly not justified in any way.   Roll Eyes


Don't let your heart be troubled.... it's jealousy (of what, I don't know).




Quote:
FSDS is easier to learn and easier to use because it is more 'intuitive' and streamlined.  MDL and/or BGL file creation is a simple and straight forward process, which is not the case with the cumbersome Gmax system.    Wink


I wouldn't say the FSDS is "easier" and "more intuitive" - it's a matter of personal preference - and I've seen of people that can't figure out FSDS, but gmax is second nature, and vice versa.

Currently, I'm dangerous in both...  I get frustrated at not being able to chamfer, shape merge, and extrude polygons in FSDS, and then I can't click-compile in gmax!


Again - the one thing to remember is that FSDS was first built as a flightsim modelling program (MSFS was not the first choice, btw), and built when practically no other 3rd party tool existed.  Compiling from the program was practically a necessity.

Truth be told, what FSDS does (now) in compiling, could be done in gmax with maxscript.  If someone were to take the time to create the necessary scripts to create the model file hierarchy, modify the files, etc etc.  MAxscript is powerful.

In the end, the final model depends on the artist...!

(I dare anyone to believe that the Eaglesoft Citation X 2.0 was made in FSDS!!)

 

Felix/FFDS...
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Reply #7 - Feb 28th, 2010 at 4:07pm

Fr. Bill   Offline
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Felix, I was wondering about that statement about not being able to "click compile" in GMax...

...until you mentioned all the other stuff that FSDS creates automagically during the "compile," none of which is an inherent part of the actual model being compiled. Wink

Setting up a "template" for FS9 or FSX models is a one-time process, even for Max or GMax users. Do it once, then copy/paste/rename as needed for each project one decides to work on.

As for .air files, ACES were nice enough to provide base .air files for nearly every kind of model that one can use as a starting point.

OTOH, I believe the strongest feature of FSDS is it's facility for setting up the basic structure and auto-configuring contact points, et cetera, as it frees the newbie modeler from having to do so manually.

The weakest feature of FSDS is its lack of advanced mesh modeling tools, which are a basic part of even GMax.

However, like you point out, what Bobby has accomplished with the Citation X, especially the forthcoming new FSX model is nothing short of amazing!

What this proves is simply this: the skills and artistry of the modeler are responsible for the end results, not the tools used! The secret ingredient is "craftsmanship..."  Cool
 

Bill
... Gauge Programming - 3d Modeling Eaglesoft Development Group Intel Core 2 Quad Q6600-4GB DDR2 Crucial PC6400-800 GB SATA-ATI Radeon HD2400 Pro 256MB DX10 NOTE: Unless explicitly stated in the post, everything written by my hand is MY opinion. I do NOT speak for any company, real or imagined...
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Reply #8 - Mar 6th, 2010 at 1:13am

Tango_Romeo   Offline
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I'll have to agree completely with the concept that the final product is not so much a function of the tools used, as it is the skill of the modeler.   The features of the tool only determine the amount and intensity of the work required to achieve the desired end.

And certainly, both Gmax and FSDS each hold special attractions to various individuals.

 

Many Hands Make Small Work ... P-51 Contract Lost - Build Swifts

FLY FOX FOUR KOREA: http://www.simviation.com/lair/cfs2korea.htm GET FOX FOUR EXTRAS: http://www.simviation.com/lair/cfs2kwextras.htm
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Reply #9 - Mar 6th, 2010 at 11:25am

Alrot.   Ex Member
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Felix/FFDS wrote on Feb 28th, 2010 at 3:48pm:
FSDS is easier to learn and easier to use because it is more 'intuitive' and streamlined.  MDL and/or BGL file creation is a simple and straight forward process, which is not the case with the cumbersome Gmax system.    Wink




...[loud].I Protest!!!![/loud] Cheesy

I won't agree with you Señor Felix  Tongue
Gmax & 3d max are the Best Wink ..

Alejandro 
 
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