Archangel35757 Posted April 7, 2013 Author Share Posted April 7, 2013 Plugin Update: Here is the modified export dialog where I added the option for a Scene Root Name (this will allow other games/programs to use whatever root scene name they need for their game compilers, etc.-- because they don't all use "model_root"). Default is set to "model_root". http://img801.imageshack.us/img801/56/3dsmaxdotxsiexportoptio.png This morning I fixed the mesh to align with the skeleton when "Reorient scene" is unchecked (i.e., leave the model in 3dsMax coordinates and don't rotate to be upright in XSI coordinates... this leaves the model face down and the model_root represents the XSI coordinate system with +Y up). MODView screenshot: http://img703.imageshack.us/img703/3026/reorientunchecked.jpg ...and here is a MODView screenshot of results with "Reorient scene" checked: http://img15.imageshack.us/img15/2432/reorientchecked.jpg So again, we'll have a beta version soon for folks to test... Link to comment
Tempust85 Posted April 11, 2013 Share Posted April 11, 2013 Here's a pic using the original max 6/7/8 exporter: The original exporter rotated all of the bones -90 degrees, generated a bad scene root which JKA cannot use and did not output any basepose (bindpose/skinpose) data which is why the model is all over the place. Now using our new exporter: Exported bones are fixed how they should be, it generates a proper scene root called model_root and outputs correct basepose (bindpose/skinpose) data. Psyk0Sith and Archangel35757 like this Link to comment
Tempust85 Posted April 12, 2013 Share Posted April 12, 2013 And don't forget, Max 6 plugins work in 7 & 8 as well guys. Archangel35757 likes this Link to comment
AshuraDX Posted April 14, 2013 Share Posted April 14, 2013 just tested the max 6 plugin :worked great for me me , I successfully exported v2 of my doviculus model using your exporterand I didn't encounter any issues yet but I doubt there are any as the model looks allright in modviewis it capable of exporting animations yet ? If so I'll test that aswell Link to comment
minilogoguy18 Posted April 14, 2013 Share Posted April 14, 2013 It should do animations, that very much needs testing. Link to comment
AshuraDX Posted April 14, 2013 Share Posted April 14, 2013 okay then , time to tackle dat creeper once more Link to comment
Tempust85 Posted April 15, 2013 Share Posted April 15, 2013 All of my tests show custom animations working with a full recompile of the JKA anims & using the GLAmerge method. The plugin does need full testing by more people. Archangel35757 likes this Link to comment
minilogoguy18 Posted April 15, 2013 Share Posted April 15, 2013 What about export selected? Maybe have a custom skeleton and rig for a walker type vehicle and export the bones that are constrained. Not sure if his feature has a animation plotting feature which would be helpful so you wont have to key the bones before export. Link to comment
AshuraDX Posted April 15, 2013 Share Posted April 15, 2013 okay I got error 4599 with my creeper , which is most likely caused by some stupid mistake I made .I'll try soemthing else later but I'm in a hurry right now EDIT :works great ! Archangel35757 likes this Link to comment
Tempust85 Posted April 15, 2013 Share Posted April 15, 2013 Lol nice AshuraDX. @ minilogoguy18: Not sure if Archangel has export selected working yet, but I *think* using max biped or controller constraints on bones work. Archangel will know more about the latter. Link to comment
AshuraDX Posted April 15, 2013 Share Posted April 15, 2013 hehe I happened to have that skull model somewhere between my unfinished projects (WIP skeleton playermodel), thought I'd texture it really quick and make simple test anim for it to test your exporter Link to comment
AshuraDX Posted April 15, 2013 Share Posted April 15, 2013 I really hope you're going to compile the plugin for max 10 aswell Link to comment
Archangel35757 Posted April 15, 2013 Author Share Posted April 15, 2013 By Max 10... do you mean Max 2008 or Max 2010? Because after version 9 they started going by years... I can try-- it mainly depends on how drastic the SDK changes are between Max versions that could break the plugin code and require more effort to fix. (Off topic) However, Blur Studios released a plugin that enables Python scripting support that works back to Max 2009-- and so for the later versions we might just try and implement Mr. Wonko's GLM/GLA Python scripts for Blender in 3dsMax. Link to comment
Archangel35757 Posted April 18, 2013 Author Share Posted April 18, 2013 Apparently Crosswalk SDK v5.0 (and plugin) added back export support for dotXSI 3.0. This version of Crosswalk supports Max2008 to Max2011-- both 32/64-bit. Can someone with those versions of Max verify this? Link to comment
AshuraDX Posted April 18, 2013 Share Posted April 18, 2013 uhm I tried that a while ago but couldnt get it to work =/will try again in a min lemme DL that Link to comment
Archangel35757 Posted April 18, 2013 Author Share Posted April 18, 2013 uhm I tried that a while ago but couldnt get it to work =/will try again in a min lemme DL thatBe sure to uncheck the NURBS options... Does it give you an option for .xsi3.0??? Can you post a screenshot of the dialog? Link to comment
AshuraDX Posted April 18, 2013 Share Posted April 18, 2013 will do , still downloading , suffering from slow internet today -.- 3 kb/s dl-rate ftw ! -.- Link to comment
minilogoguy18 Posted April 18, 2013 Share Posted April 18, 2013 Wow, that's like dial-up of the old days. Link to comment
AshuraDX Posted April 18, 2013 Share Posted April 18, 2013 I soemtimes suffer from bad wireless lan , you know I got a sepperate room under the roof ,2 stories above the routerdepending on weather and interference I get pretty crappy ratesor can't connect at all it's done now though , so lemme fire up max EDIT :I got the feeling I downloaded the wrong plugin.....I'll check the installer for additional stuff EDIT 2 : nope nothingprobably version 5.0 was the wrong onehttp://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=13525184&linkID=12544121 but I doubt it Link to comment
Psyk0Sith Posted April 18, 2013 Share Posted April 18, 2013 I just tried the most recent and it's also piece of crap, not surprising coming from autodesk. It just sits there doing nothing / trying to export what would normaly take 2 seconds but it's stuck there for infinity @ 75%, plus it only exports dotXSI 6.0. Useless. Link to comment
Archangel35757 Posted April 18, 2013 Author Share Posted April 18, 2013 Ok... I was only going by the info stated in this link: http://softimage.wiki.softimage.com/index.php?title=DotXSI_File_Format_and_Templates Looks like they are full of crap! Link to comment
Xycaleth Posted April 18, 2013 Share Posted April 18, 2013 It's possible the capabilities of the Crosswalk SDK, and the Crosswalk plugin for Max are different. I would recommend you try Crosswalk 5 because as I understand it, the plugin (which you are writing if I'm correct) chooses how to export the scene data, and in what format to output it as. Looking through the SDK files, there's files for the dotXSI 3.0 format which I doubt were left in there by mistake. Link to comment
Archangel35757 Posted April 18, 2013 Author Share Posted April 18, 2013 So using the later Crosswalk plugins... when you select the filename to save as .xsi it doesn't give you a drop-down list for dotXSI versions? Link to comment
Xycaleth Posted April 18, 2013 Share Posted April 18, 2013 This reference page for Crosswalk 5 also suggests it supports dotXSI 3.0: http://softimage.wiki.softimage.com/xwalkdocs/group__regfunc__30.htm Link to comment
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