<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>WorldViz Knowledge Base &#187; 3ds Max</title>
	<atom:link href="http://kb.worldviz.com/tag/3ds-max/feed" rel="self" type="application/rss+xml" />
	<link>http://kb.worldviz.com</link>
	<description>Virtual Reality Software</description>
	<lastBuildDate>Mon, 16 Dec 2024 23:40:39 +0000</lastBuildDate>
	<language>en-US</language>
		<sy:updatePeriod>hourly</sy:updatePeriod>
		<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.8</generator>
	<item>
		<title>Baking Lighting in 3ds Max: A General Overview, Part 2</title>
		<link>http://kb.worldviz.com/articles/2864?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=baking-in-3ds-max-a-general-overview-part-2</link>
		<comments>http://kb.worldviz.com/articles/2864#comments</comments>
		<pubDate>Sat, 09 Dec 2017 00:27:33 +0000</pubDate>
		<dc:creator><![CDATA[Mike Nicolayeff]]></dc:creator>
				<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[Lighting]]></category>
		<category><![CDATA[Materials]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[artflow]]></category>
		<category><![CDATA[baking]]></category>
		<category><![CDATA[lighting]]></category>

		<guid isPermaLink="false">http://kb.worldviz.com/?p=2864</guid>
		<description><![CDATA[Baking in Max can be a daunting process. Last time, in Part 1 we talked about what you need to get started, options for renderers, a few of the different kinds of bakes you can do, plus how and why to do test renders. Part 2 This time, in Part 2, we go into the [&#8230;]]]></description>
		<wfw:commentRss>http://kb.worldviz.com/articles/2864/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Baking Lighting in 3ds Max: A General Overview, Part 1</title>
		<link>http://kb.worldviz.com/articles/2686?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=baking-in-3ds-max-a-general-overview-part-1</link>
		<comments>http://kb.worldviz.com/articles/2686#comments</comments>
		<pubDate>Sat, 09 Dec 2017 00:15:17 +0000</pubDate>
		<dc:creator><![CDATA[Mike Nicolayeff]]></dc:creator>
				<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[Lighting]]></category>
		<category><![CDATA[Materials]]></category>
		<category><![CDATA[Tools]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[art]]></category>
		<category><![CDATA[artflow]]></category>
		<category><![CDATA[render to texture]]></category>

		<guid isPermaLink="false">http://kb.worldviz.com/?p=2686</guid>
		<description><![CDATA[Baking in Max can be a daunting process. There are numerous choices, and it may be unclear what is going to give the ideal results. This guide gives a general overview of the process to take your work from an unbaked model to final baked scene. Part 1 In this first section, we talk about [&#8230;]]]></description>
		<wfw:commentRss>http://kb.worldviz.com/articles/2686/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Storing and Loading Your OSG Export Settings</title>
		<link>http://kb.worldviz.com/articles/2571?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=storing-and-loading-your-osg-export-settings</link>
		<comments>http://kb.worldviz.com/articles/2571#comments</comments>
		<pubDate>Fri, 14 Jul 2017 22:38:30 +0000</pubDate>
		<dc:creator><![CDATA[Mike Nicolayeff]]></dc:creator>
				<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[exporter]]></category>
		<category><![CDATA[openscenegraph]]></category>
		<category><![CDATA[OSG]]></category>
		<category><![CDATA[osgexp]]></category>

		<guid isPermaLink="false">http://kb.worldviz.com/?p=2571</guid>
		<description><![CDATA[OSGExp preset files are a great way to store and share exporter settings for your own use and for sending your export settings to customer support. To load a settings file, such as this one (wviz_default.OSGExp), make sure you have the latest version of the 3ds Max OSG exporter from the plugin download page, then [&#8230;]]]></description>
		<wfw:commentRss>http://kb.worldviz.com/articles/2571/feed</wfw:commentRss>
		<slash:comments>1</slash:comments>
		</item>
		<item>
		<title>Glossary: Geometry in 3ds Max</title>
		<link>http://kb.worldviz.com/articles/2413?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=glossary-geometry-in-3ds-max</link>
		<comments>http://kb.worldviz.com/articles/2413#comments</comments>
		<pubDate>Fri, 07 Jul 2017 22:15:25 +0000</pubDate>
		<dc:creator><![CDATA[Mike Nicolayeff]]></dc:creator>
				<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[Glossary]]></category>
		<category><![CDATA[Modeling]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[geometry]]></category>
		<category><![CDATA[glossary]]></category>

		<guid isPermaLink="false">http://kb.worldviz.com/?p=2413</guid>
		<description><![CDATA[Basic Terms Vertex: An individual coordinate in 3D space, represented by a dot. Edge: The line between two connected vertices forms an edge. Face: An individual facet of a model, made from 3 or more connected vertices. Element: A collection of connected faces. Mesh: All the elements contained within a model. Model: Contains the mesh [&#8230;]]]></description>
		<wfw:commentRss>http://kb.worldviz.com/articles/2413/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Controlling Imported Animantions</title>
		<link>http://kb.worldviz.com/articles/2087?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=controlling-imported-animantions</link>
		<comments>http://kb.worldviz.com/articles/2087#comments</comments>
		<pubDate>Wed, 05 Oct 2016 07:35:17 +0000</pubDate>
		<dc:creator><![CDATA[jeff]]></dc:creator>
				<category><![CDATA[Animation]]></category>
		<category><![CDATA[Scripts]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[vizard]]></category>

		<guid isPermaLink="false">http://kb.worldviz.com/?p=2087</guid>
		<description><![CDATA[The following types of animations can be exported with OSG models from 3ds Max and played in Vizard: Transform:  Animations based on translation, rotation, and scale UV: Animations based on changing texture coordinates OSG sequence: Mesh animations that cycle through a series of saved meshes, one for each frame Open the model in Inspector to [&#8230;]]]></description>
		<wfw:commentRss>http://kb.worldviz.com/articles/2087/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Cleaning up FBX imports for baking and realtime use</title>
		<link>http://kb.worldviz.com/articles/1709?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=cleaning-up-fbx-imports-for-baking-and-realtime-use</link>
		<comments>http://kb.worldviz.com/articles/1709#comments</comments>
		<pubDate>Tue, 17 Jan 2012 22:06:40 +0000</pubDate>
		<dc:creator><![CDATA[jeff]]></dc:creator>
				<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[architecture]]></category>
		<category><![CDATA[FBX]]></category>
		<category><![CDATA[revit]]></category>
		<category><![CDATA[SketchUp]]></category>

		<guid isPermaLink="false">http://kb.worldviz.com/?p=1709</guid>
		<description><![CDATA[Follow the instructions in this article to clean up FBX models imported into 3ds Max for export to Vizard.]]></description>
		<wfw:commentRss>http://kb.worldviz.com/articles/1709/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Complex Animations &#8211; from 3ds Max to Vizard</title>
		<link>http://kb.worldviz.com/articles/1233?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=complex-animations-from-3ds-max-to-vizard</link>
		<comments>http://kb.worldviz.com/articles/1233#comments</comments>
		<pubDate>Fri, 31 Jul 2009 18:12:28 +0000</pubDate>
		<dc:creator><![CDATA[farshid]]></dc:creator>
				<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[3ds Max]]></category>

		<guid isPermaLink="false">http://kb.worldviz.com/?p=1233</guid>
		<description><![CDATA[When exporting a 3ds Max file with the OSG Exporter, by default, only transform based animations (move, rotate, scale) will be exported correctly.  In order to use more complex animations with animated meshes you can either use the OSG Sequence Helper or skin the mesh and export it as a Cal3D avatar.  This article discusses the pros and cons of each method.]]></description>
		<wfw:commentRss>http://kb.worldviz.com/articles/1233/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Creating a toon effect in 3ds Max</title>
		<link>http://kb.worldviz.com/articles/1174?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=creating-a-toon-effect-in-3ds-max</link>
		<comments>http://kb.worldviz.com/articles/1174#comments</comments>
		<pubDate>Mon, 06 Jul 2009 21:28:51 +0000</pubDate>
		<dc:creator><![CDATA[farshid]]></dc:creator>
				<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[Materials]]></category>
		<category><![CDATA[3ds Max]]></category>

		<guid isPermaLink="false">http://kb.worldviz.com/?p=1174</guid>
		<description><![CDATA[Watch the video tutorial in this article to learn how to add a black border around a model in 3ds Max, giving it a toon-like appearance.   With just a couple short steps you'll be able to add the same effect to your own models.]]></description>
		<wfw:commentRss>http://kb.worldviz.com/articles/1174/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
<enclosure url="http://content.screencast.com/users/worldviz/folders/Media%20Videos%20for%20KB/media/13f3cc81-5b83-4b0f-a376-d581c9267514/FirstFrame.jpg&amp;containerwidth=768&amp;containerheight=450&amp;content=http://content.screencast.com/users/worldviz/folders/Media%20Videos%20for%20KB/media/13f3cc81-5b83-4b0f-a376-d581c9267514/Toon%20effect.flv" length="28253" type="video/x-flv" />
		</item>
		<item>
		<title>Exporting an Architectural Model from 3ds Max into Vizard</title>
		<link>http://kb.worldviz.com/articles/1054?utm_source=rss&#038;utm_medium=rss&#038;utm_campaign=exporting-an-architectural-model-from-3ds-max-into-vizard</link>
		<comments>http://kb.worldviz.com/articles/1054#comments</comments>
		<pubDate>Thu, 28 May 2009 22:26:54 +0000</pubDate>
		<dc:creator><![CDATA[farshid]]></dc:creator>
				<category><![CDATA[Art Workflow]]></category>
		<category><![CDATA[3ds Max]]></category>
		<category><![CDATA[architecture]]></category>

		<guid isPermaLink="false">http://kb.worldviz.com/?p=1054</guid>
		<description><![CDATA[This article contains a video tutorial that will guide you through exporting an architectural model with various layers to the compiled OSG format.  ]]></description>
		<wfw:commentRss>http://kb.worldviz.com/articles/1054/feed</wfw:commentRss>
		<slash:comments>0</slash:comments>
<enclosure url="http://content.screencast.com/users/worldviz/folders/Default/media/466173ba-a60d-4085-8df8-a385cde0a226/FirstFrame.jpg&amp;containerwidth=772&amp;containerheight=516&amp;content=http://content.screencast.com/users/worldviz/folders/Default/media/466173ba-a60d-4085-8df8-a385cde0a226/max%20to%20vizard.flv" length="28519" type="video/x-flv" />
		</item>
	</channel>
</rss>
