Sometimes it is very useful to
import various mesh objects from 3ds MAX to WorldBuilder.
You need to have copies of such types of objects at the preparation
stage of your Communicator session.
IMPORTANT: In contrast to lights and cameras,
which must be copied from one application to the other to
provide correct lighting and viewpoint, you do not need to
have copies of "foreign" meshes during the rendering
stage of work. Instead, you have to either delete or hide
them before starting the rendering.
Select Max Communication Object in the Object
Tree of WorldBuilder's scene (as shown at the top window of
the right figure). Just its Properties appear in the Property
Tree (the middle window). Select MAX Meshes and make sure
that the list of all mesh objects of the MAX's scene is seen
in the bottom window. Select one or more meshes you want to
import to WorldBuilder and click Insert. Copies of
selected objects are inserted into WorldBuilder's scene.
In a similar way you can import gizmos - a sort
of a bounding volume surrounding objects in MAX.
You can update copies of meshes and gizmo objects
in a usual way for all types of imported MAX objects as described
at Update Copies of MAX Objects
page.
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