Tempust85 Posted March 8, 2014 Posted March 8, 2014 I won't be able to test 2011 64bit plugins, my installation crapped itself.
Archangel35757 Posted March 8, 2014 Author Posted March 8, 2014 Update: Major overhaul to the Morpher modifier in 3ds Max 2012... why is it always complicated?
Archangel35757 Posted March 8, 2014 Author Posted March 8, 2014 Update: Just finished compiling the 3ds Max 2012 64-bit plugin... do I have any 3ds Max 2012 x64 users out there to try it out for me???
Psyk0Sith Posted March 8, 2014 Posted March 8, 2014 1.Batch Export works, it still worked in previous version.2.Filename containing spaces can now compile.3.Morpher modifier now works, correctly, the problem was the user XDEdit: Just having a morpher modifier on top of the stack will do the same. Archangel35757 likes this
Archangel35757 Posted March 9, 2014 Author Posted March 9, 2014 Max2012 x64 plugin has been validated as working properly. I will be working on the the Max2013 x64 plugin and it's unicode conversion. Tempust85 likes this
Tempust85 Posted March 10, 2014 Posted March 10, 2014 2013 plugins work in 2014 yeah? I can help test that out if that's the case. Archangel35757 likes this
Archangel35757 Posted March 10, 2014 Author Posted March 10, 2014 @@DT85 -- Yes, 2013 plugins are compatible with 3ds Max 2014 (both use the same SDK version).
Archangel35757 Posted March 10, 2014 Author Posted March 10, 2014 Update on Max 2013: Everything is good until the Linking stage... then I get two Linker errors that are vexing me! All I can decipher is that it has to do with inappropriately handling a const char*. Tempust85 likes this
Tempust85 Posted March 10, 2014 Posted March 10, 2014 Can you please post the errors? 2013+ use tchar/wchar_t, so you'll need to rework parts if the code to work with it which I'm sure you already know.
Archangel35757 Posted March 10, 2014 Author Posted March 10, 2014 Sure... when I get from work today-- but they're pretty cryptive. Tempust85 likes this
Archangel35757 Posted March 12, 2014 Author Posted March 12, 2014 @@DT85 -- here is the weblink describing my LNK errors: http://forums.cgsociety.org/showthread.php?f=98&t=1162458 So far nothing has worked to resolve these issues. Tempust85 likes this
Tempust85 Posted March 20, 2014 Posted March 20, 2014 I bet you'd be able to convert this plugin to Maya. There's different ways of doing things for Maya plugins that you'd need to change, but I reckon you could figure it out. Will you think about it? Could be cool.
Archangel35757 Posted March 20, 2014 Author Posted March 20, 2014 I bet you'd be able to convert this plugin to Maya. There's different ways of doing things for Maya plugins that you'd need to change, but I reckon you could figure it out. Will you think about it? Could be cool. I think it would be easier to make a standalone dotXSI 6.0 to dotXSI 3.0 converter utility. Presently, I'm still working on the Max2013 Unicode conversion. By the way, @@minilogoguy18 -- I have the dotXSI exchange for Maya 6.5, 7.0, and 8.0 -- but it is compiled Object code and not the actual source code ( I don't think that actual source code was ever released). So I'm not sure how useful it is... @@Xycaleth & @@eezstreet -- can c++ object files be decompiled back to source code or anything useful? Tempust85 likes this
Tempust85 Posted March 20, 2014 Posted March 20, 2014 If so, then I can recompile it for Maya 2014. How did you get those? The source code was released but because the softimage site is gone, it's forever lost.
Archangel35757 Posted March 20, 2014 Author Posted March 20, 2014 @@DT85 -- I downloaded them years ago. No, I don't think it is that simple. These are C++ Object files... compiled from the source code. Like the 3ds Max dotXSI source code-- each .cpp file gets compiled into an Object file. The linking stage takes these Object files and builds the final executable or DLL. So we're talking about old Maya versions 6.5, 7.0, 8.0... that's like saying I'll take the Max6 Object files and build them into a Max2013 plugin-- it won't work. Best you could do is determine the latest version of Maya that uses the same SDK as Maya 8.0.
Archangel35757 Posted March 20, 2014 Author Posted March 20, 2014 @@DT85 -- Here you go: http://archive.gamedev.net/archive/reference/programming/features/mayaexporter/index.html http://docs.garagegames.com/artist/official/Maya/Characters.html http://nccastaff.bournemouth.ac.uk/jmacey/RobTheBloke/www/research/index.htm Get crackin'
Tempust85 Posted March 21, 2014 Posted March 21, 2014 Heh, if only. I don't have near enough knowledge as you do to even attempt.
minilogoguy18 Posted March 21, 2014 Posted March 21, 2014 It's too bad someone didn't grab that source code from the old Softimage website. Tempust85 likes this
Tempust85 Posted March 21, 2014 Posted March 21, 2014 I've only managed to download the compiled plugins, the source remains lost.
Archangel35757 Posted March 21, 2014 Author Posted March 21, 2014 It's too bad someone didn't grab that source code from the old Softimage website. You can see the original web pages for the dotXSI exchange for both Max and Maya in the Internet Wayback Machine-- and the download links-- from what I can see there was only ever the object code that was made available and I have that. After I finish my character rig I will attempt to create a dotXSI 6 to dotXSI 3 standalone converter. I also want to make a dotXSI 1.1 to dotXSI 3.0 converter. And I still have my dotXSI Importer plugin project for 3dsMax... which is still a WIP.
Tempust85 Posted March 21, 2014 Posted March 21, 2014 You can't download the xchange for Maya from softimage using Wayback as there's a form to fill out and the process halts at that point.
Archangel35757 Posted March 21, 2014 Author Posted March 21, 2014 You can't download the xchange for Maya from softimage using Wayback as there's a form to fill out and the process halts at that point.LoL, yes I know that... I was just saying that you can see the webpage as it originally was with it's download links. I just captured their original FAQ regarding the dotXSI4Max plugin source code. From what I can tell... it appears to me that only the object code was ever made available for Maya and not the original source code. I downloaded the Maya 6.5, 7.5, and 8.0 object code from the softimage site years ago.
Tempust85 Posted March 21, 2014 Posted March 21, 2014 You should create a fork of Xycaleth's FBX 2 GLM and input the dotXSI format. Sure it currently doesn't handle animation yet, but you could be implementing dotXSI while Xycaleth works on rend2. Don't forget, assimilate has dotXSI import code you could pinch.
Archangel35757 Posted March 21, 2014 Author Posted March 21, 2014 Sorry, I don't want to spend all my time coding... I have enough coding projects... I'm anxious to get back into 3ds Max modeling & animation.
Archangel35757 Posted March 21, 2014 Author Posted March 21, 2014 @@DT85 & @@minilogoguy18 -- now that I think about it... there is already a proven, free dotXSI 6.0 to dotXSI 3.0 converter for Maya users-- it's called Softimage Mod Tool. So there's no need for me to recreate that wheel. Maya users can use that to convert their dotXSI 6.0 content to dotXSI 3.0 and then use Carcass. So I can scratch that off my To Do List.
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