View Full Version : MojoWorld -> Cinema 4D -> Milkshape 3D

23-04-2007, 07:18 PM
Hi all,

Im having a problem with importing and exporting between the 3 apps.

I create a world in MojoWorld and i then export it to a wavefront OBJ file, i then import that into Cinema 4D (without any problems) so that i can cut the geometry in to smaller chunks, and then export them from there.

No the problem is that i can only export from cinema 4D into DXF format because Milkshape will not import OBJ or 3DS that i export from C4D. I then save create the required materials and scale and then save it as an MS3D file. However i can not load this file up again in either my app or milkshape 3D.

I have also tried using blender instead of Cinema4D but will the same problems.

Is anyone aware of any bugs in the importing/exporting of these formats between C4D and milkshape?

I can not edit the geometry in milkshape (skipping out C4D) due the size of the geometry, and milkshape doesnt have a big enough viewport.

30-04-2007, 09:52 AM
Hello you might want to try using gl3ds it should be able to load a 3ds file and export it to msa. Let me know what the outcomes are.
Your workflow would then look like mojoworld-c4d-gl3ds-msa.


01-05-2007, 05:02 PM
Thanks for the tip, i will give it a try with in the next few days :)
Which version of 3DS does your class support?

Im thinking that to save time and effort (and if it works) i might be able to import the 3ds in to an app and then use it to automaticlly cut it up in to the desired sizes... how im going to do this is anyones guess at the moment.. :s

05-05-2007, 09:48 AM

I tried to compile your examples, however it seems to require 2 units that are not included, could you tell me to get these from?


05-05-2007, 02:55 PM
what are the names of the units? Also try commenting out the 2 units might work as i expect on of them is the logger.

05-05-2007, 04:20 PM
The missing units are glWin.pas and glWinVar.pas, that was the 3ds_bumpmap example.. i have downloaded the template, i will try that now :)

06-05-2007, 07:08 PM
I have managed to get around to testing gl3DS, it only seems to load less than half the data, the NumFaces variable in the mesh is set at 950000, yet there is only 65000 stored in the faces array.. so when i try and save it to MSA i get an access violation...

If it helps i can provide the model?

07-05-2007, 05:14 PM
providing the model does help, but i am very short of time for taking up extra projects. Also do not expect a quick answer and i will look into it this month.

PS did you try rendering your model with gl3ds, does it look correctly?

07-05-2007, 05:27 PM
Ok no problems, i have a lot to do with the rest of the engine and game, so the model is'nt essential yet, any help would be great :)

The model can be downloaded here: www.pulse-soft.oneuk.com/downloads/devilscube/m1c1r1.zip
it is around 1.9mb (zipped)

I hav'nt triend rendering it yet, i ran it through a console app... i will try it at somepoint today or tomorow.

Thanks again

08-05-2007, 08:31 PM
TV was boring so i gave your mesh a try.

Here is the converted mesh: http://www.noeska.com/downloads/test.zip

In the load3dsfromstream the mesh is 'optimized' for shadowing. Disabling the connectivity of faces part allowed the mesh to be saved. The result is quite large though. an 18mb milkshape ascii file.

I also had to disable loading textures as i did not have the right texture.

09-05-2007, 07:13 AM
Great thanks :)

i will check it out when i get back tonight.

The size is'nt too important, i hope to be able to compress them in a custom format seen theres another 60 pieces of the same size :s

So to do this myself i just need to disable the optimizations?

Thanks again