Friday, December 27, 2019

3ds max Spline Modeling Importing Illustrator paths to 3ds Max

3ds max Spline Modeling Importing Illustrator paths 3ds Max



3ds max Spline Modeling Importing Illustrator paths to 3ds Max I'm going to save it into the import folder which is where 3ds Max expects to see it and I'll change the name a little bit here to distinguish it from the other version. I'm going to add a suffix to the end of this, an underscore and a V and the numeral eight and the reason I'm doing that is because, I'm going to be saving out as an Adobe Illustrator version eight document and that's the latest version that 3ds Max understands. I click the save button and I get the Illustrator options dialogue, and critically I need to downgrade the version. I need to save as Illustrator 8, and we get some warnings here, we'll ignore that click OK. We get another warning saying that we're creating a file that's not going to be fully compatible, well that's fine we'll click OK as well and that file has been saved. Now let's import it into 3ds Max, I've got that open already. Go into the file menu, to import, import and this is for foreign file formats such as AI, and we're taken directly to the current project import folder, select the document and click open and we can choose whether we want to merge into the current scene or replace the current scene. I'll choose merge and click OK and we also have a choice of whether we want to import it as a single object or multiple objects. If we chose multiple objects then each glyph or each character would be a separate object. I'm going to keep that as a single object and click OK and the document has been imported and it's at its print size, so it's only a few centimeters on a side if it were printed and so that's what we see here. I've got my grid set to centimeters and I can tumble around maybe dolly back and the logo is tiny, we want to scale that up but we don't want to do it at the object level. Let's do it at the sub-object or component level and the reason for that is that I'm going to be using world units later in my workflow to apply a bevel modifier and it wouldn't work properly if I scaled the object. So I'm going to scale the components or sub-objects.