How to EXPORT the geometry after the Pathdeform(WSM) Modifier?

How to EXPORT the geometry after the Pathdeform(WSM) Modifier?

Anonymous
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Message 1 of 16

How to EXPORT the geometry after the Pathdeform(WSM) Modifier?

Anonymous
Not applicable
Hello,

I applied the Pathdeform(wsm) over a geometry and I need to export the object. But, when I try this action, the exported file is empty.
I tried in max9 and 2009.

Thanks
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Accepted solutions (1)
4,697 Views
15 Replies
Replies (15)
Message 2 of 16

Steve_Curley
Mentor
Mentor
Take a Snapshot of the geometry and export that. Snapshot is on the Extras toolbar on the Array tool flyout.

Max 2016 (SP1/EXT1)
Win7Pro x64 (SP1). i5-3570K @ 4.4GHz, 8Gb Ram, DX11.
nVidia GTX760 (2GB) (Driver 430.86).

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Message 3 of 16

Anonymous
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Take a Snapshot of the geometry and export that. Snapshot is on the Extras toolbar on the Array tool flyout.


Thanks for the response.

But, I'm still trying to export this object. I selected the object and I click on Snapshot. I tried all the options, and nothing happens.

I attached the image.
http://img411.imageshack.us/i/duvidap.jpg/

Thanks
Message 4 of 16

Anonymous
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Try collapsing the modifier stack before you export. You can always hit Ctrl-Z to undo the collapse afterward.
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Message 5 of 16

Anonymous
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Try collapsing the modifier stack before you export. You can always hit Ctrl-Z to undo the collapse afterward.


Hello Syndicate5.

I tried this and the modifier transform in Linear Shape, and I cant export this. When I click on "Editable Poly", the geometry disappear.
Weird 😕
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Message 6 of 16

Anonymous
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Hm, have you tried the Reset XForm utility?
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Message 7 of 16

Anonymous
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Hm, have you tried the Reset XForm utility?



Yes! I tried This, but It´s not the thing what I need to do.

Thanks
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Message 8 of 16

Anonymous
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Ok, I figured the reset xform utility would reset it and then when you collapsed the stack, it wouldnt try to flatten the geometry out and make it look weird likes you said. Sorry I couldnt help!
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Message 9 of 16

Steve_Curley
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You really need to post the scene so we can see at first hand what the problem is. Remember that taking a Snapshot creates a new mesh object - you need to select that new object and export that, not the original.

If you want to attach your scene, make sure it it zipped first, attach it and immediately Submit - do NOT preview.

Max 2016 (SP1/EXT1)
Win7Pro x64 (SP1). i5-3570K @ 4.4GHz, 8Gb Ram, DX11.
nVidia GTX760 (2GB) (Driver 430.86).

Message 10 of 16

Anonymous
Not applicable
You really need to post the scene so we can see at first hand what the problem is. Remember that taking a Snapshot creates a new mesh object - you need to select that new object and export that, not the original.

If you want to attach your scene, make sure it it zipped first, attach it and immediately Submit - do NOT preview.


Ok! Here is the file in max9
http://www.mediafire.com/?sharekey=4ba94657a1663347bda4076e811714c81128d645975c010c5be6ba49b5870170

PS: Sorry, I don´t know how to attach a file here.
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Message 11 of 16

Steve_Curley
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Mentor
Wen composing a post there is a "browse" button just under the edit box. Click it, navigate to your file then OK. The full path to the file will appear in the box by the button.

I assume you're trying to export the Purple object? To what file type?

3d_logo.zip


Max 2016 (SP1/EXT1)
Win7Pro x64 (SP1). i5-3570K @ 4.4GHz, 8Gb Ram, DX11.
nVidia GTX760 (2GB) (Driver 430.86).

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Message 12 of 16

Anonymous
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Hi Thnarita,

Something is corrupt in the file, I recreated it – deleted and assigned new path deform modifier.

See Attachments:
The fact that the Helix is defined as “Renderable” doesn’t convert it into Mesh
therefore after collapsing the Path Deform modifier, you get a line in the View-Port but not a Mesh or Poly object. You see it as a Poly object in the View but in reality the object has the definition of a spline.
This way the export in 3DS format is impossible. Try another workflow.

ivan

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Message 13 of 16

Steve_Curley
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Mentor
There is something very wrong somewhere. I created a simple renderable spline, WSM Path Deformed it, snapshotted it no problem.

Error must be in the original construction of the object somewhere, but it's no longer available in the stack to be checked.

Max 2016 (SP1/EXT1)
Win7Pro x64 (SP1). i5-3570K @ 4.4GHz, 8Gb Ram, DX11.
nVidia GTX760 (2GB) (Driver 430.86).

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Message 14 of 16

Anonymous
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Accepted solution
Thanks for the reply guys!

I solved the problem! I used the MESHER function in Compound Objects and worked fine! This created a mesh of the selected spline.

Thank you!
Message 15 of 16

Anonymous
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Glad you are sorted Thnarita.
And it was very kind of you to post the solution.

ivan
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Message 16 of 16

BvC_Prod
Enthusiast
Enthusiast

Thnarita,

 

I discovered the same issue with 3DS not supporting export of PathDeform (WSM) modifier, see you solved this with "MESHER function in Compound objects", am wondering how that works. I should add that I was using the path to animate a snake over scan-based terrain. Is there a way to preserve the animation when exporting the fbx with the skeletal mesh? Many thanks if you can point me.

 

Benjy

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