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blender modlesFollow

#1 Feb 20 2014 at 10:11 AM Rating: Decent
i was directed here from another site that offered data mined modles and i want to know if i could get those modles into blender?
id like to 3d print my toon
#2 Feb 20 2014 at 12:03 PM Rating: Good
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It's a little bit of a process but shouldn't be any trouble if you know enough about the software to get by. This old post on Killing Ifrit outlines it nicely, you should be able to get through it with a little googling, and then convert it to whatever format you need:

http://killingifrit.com/forums/topic/112206-how-do-i-import-ffxi-models-in-3ds-max/
Hyades wrote:
I'll be very vague because thats how I am, but...

MQO Import/Export plugin for 3dsmax
Modelviewer
Metasequoia
3dsmax obviously
Vray plugin (costs $)

So, the generic setup to getting them in 3dsmax is
1) Go modelviewer and freeze frame whatever animation
2) Output whole thing (head, body, legs, feet, etc) and set as mqo. Brings up dialog box to save
3) Go find that file, open it in Metasequoia and re-save it. We re-save it because if you try to open it in max w/o doing this, max will freeze.
4) Go into max, goto file > import, and select mqo from the list. Find that mqo file, and open it
5) Comes up with a dialog box, keep those 2 things checked.
6) Done. Now do whatever you want, but if this is for modding in max, don't bother. Use VRS.

Now vray plugin for max. This is how I did my stuff back in the days. The default renderer in max blows balls. No joke. You compare my renders with the default renderer for max and you'll see a difference. Where is my work? I dunno, I posted a ton back in the days in that custom mod thread. Go have fun finding that stuff on those pages lol.

Where to find this stuff? I do not keep links on me, go find it yourself or maybe someone will help you lol. Thats just me, I'm lazy and I want you to find it. Oh, and I don't know if the mqo plugin will work for 3dsmax 8. I use 3dsmax 7 since my college hasn't updated theirs yet so I can get a free copy ;P.

Thats all I'm going to say, you will have to figure out the rest. Or someone can help you lol. I seriously need to forget this stuff tbh lol, but I thought I help you out since no one else did.

#3 Feb 22 2014 at 9:47 PM Rating: Good
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If you can't Google up an MQO importer for Blender on your own, I don't suspect you're gonna get the STL manifold correct and tight. Then you're gonna spend two days re-edging it so you can subdivide it smooth because FFXI models are incredibly low poly with massive smoothing group hacks that don't get translated to the MQO.

Does make me wonder what happened with that Alexander STL I made...
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#4 Feb 23 2014 at 4:45 AM Rating: Good
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read the topic title as "blender moogles"
#5 Feb 23 2014 at 9:16 PM Rating: Good
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186 posts
Fynlar wrote:
read the topic title as "blender moogles"


Delicious and nutritious!
#6 Feb 26 2014 at 8:58 PM Rating: Decent
O K way harder than i thought. thanks guys.
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