I suppose any newcomer faces this problem. I also tried flour but without success. So my way to create nxs files:
1. Decompose mesh into simple meshes (detach) if the mesh is complex. For example decompose a cup into handle and a cup itself. Export these meshes into obj format.
2. Then use convexdecomposition utility (which takes obj file, and parameters and generates obj files with convex bodies, which approximate the initial mesh). *
3. Import the convex bodies in 3dsmax (actually i use Maya) and look whether they are ok.
4. If the convex bodies are not ok (may be you need more precise approximation) then you can vary parameters of convexdecomposition utility and go to 2.
5. You can also paint convex bodies by yourself ( or modify the results of the convexdecomposition utility) - sometimes it is easier. For example create a cube and move its vertices, then may be duplicate this cube.
6. When you have one or several convex bodies which wrap the initial mesh you can export them into .mesh file. Then batch rename them (in Total Commander for example). So you get for example myConvex_0.mesh, myConvex_1.mesh ...
7. Convert .mesh to .nxs. This can be done using Critter. **
8. Finally when you create a body you use all the nxs files.
* actually you can download 3dsmax recent sdk and compile a plugin which can be found near convexdecomposition (I did it for max 2009), then you will have a button in 3dsmax which will decompose a mesh into convex meshes (so you avoid steps 2,3).
I also had to modify convexdecomposition utility slightly so it writes convex bodies to different obj files.
** I wrote a simple utility, which initializes Ogre, and takes as input a list of .mesh files, then for each file it does the following
Ogre::MeshPtr mesh = Ogre::MeshManager::getSingleton().load(meshFile + ".mesh", "Media");
MeshData *NxMeshData = Critter::MeshFunctions::read(mesh);
NxMeshData->mType = MeshType_Convex;
NxMeshData->cook("file://" + meshFile + ".nxs");
delete NxMeshData;
Hi all,
I have a new question. I am trying to convert a model into a nxs file with 3DS studio max (student version). I'm not a designer so I just took a model from the net.
I found some nvidia physx software for studio 3ds max. I found an export option, but the options I get are: .xml, .nxb and .dae.
After looking around on the forum I found the link to an xml => flower tool. (http://nxogre.org/flowerconverter)
But that doesn't work with the xml files the plugin produces.
Any tips?