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Archangel35757

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Everything posted by Archangel35757

  1. 1,432 downloads

    A collection of over 50 Freeware Max-scripts, Plugins and Suites to extend Gmax v1.2 and 3DSmax v4+ File I/O capabilities. Supported Apps/Games/Engines/Formats: 3DS, AutoCAD, AutoDesk, Battlezone, C Language Format, Command & Conquer Renegade, Dragon's Age Origins, DirectX, Fly3D, Gamebryo/Netimmerse Engine, Ghoul2 Engine, Ghoul2 Engine, Granny Engine, GTA, Halflife, Kingpin, Lightwave, Maya, Milkshape, Morrowind Oblivion, NWN, NWN2, OpenGL, PowerVR, Quake2, Quake3, ReelMotion, Return to Castle Wolfenstein, Total Annihilation, Unreal Tournament 2003, VRML, Wavefront, xFrog, ZenGin Engine Gmax Specific Plugins: 3DS - 3ds importer v1.1 - gmax AutoCad - Dxf importer v1.1 - gmax GTA - Importer/Exporter - Gmax NWN - NWmax .8 for Gmax (conflicts with Waylands MaxScript) NWN - Waylands Import/Export MaxScript for Gmax (conflicts with NWmax) Quake2 - md2 importer v1.1 - gmax Quake3 - MD3 exporter beta v1.0 - gmax Quake3 - md3 importer beta0.1 - gmax Quake3 - md3 importer v1.0 - gmax Return To Castle Wolfenstein - mdc importer v1.1 - gmax Wavefront - OBJ importer v1.1 - gmax Wavefront - OBJ importer v1.1a - gmax Gmax & 3DS Max Mixed-Support Plugins: AutoCad - DFX Importer (importdxf.zip) gmax/max 3DS - 3DS Importer v1.0 (max42-imp3DS.zip) gmax/max Gamebryo/NetImmerse - NIF Import / Export (niftools-max-plugins-3.4.2.4632.7z) gmax/3dsmax Granny Engine - .GR2 Skeleton and Animation import Plugin (3ds Max / GMax) GTA - Kam's Max Scripts Import/export for 3DS Max & GMax Half-Life - SMD importer v1.0 - gmax/3d max 4.2+ Kingpin mdx importer v1.0- gmax/max4 Milkshape - (ms3dImportExport_ver1_0.zip.zip) gmax/max Return To Castle Wolfenstein - MDS importer v1.0 - gmax/3d max 4.2 3DS Max v4+ Plugins: (Note: Althought supposedly some 3DSMax4 maxscripts and plugins can work for gmax12, (as Gmax is based off 3DSMax v4.0,) most are still largly untested, so please post if something doesn't work or seems buggy.) Autodesk - Game Export Interface v1.122 (IGame_v_1.122.zip) max4 C&C Renegade - W3DImporter.zip Dragon's Age Online - Import/Export DirectX - Exporter v1.0.0.1 (efx_xout.zip) Fly3D - Fly3D Mesh Import/Export v3.0 (fly3d3_plugins.zip) Quake3 - MD3 Exporter v6.1 beta (MD3 Model Exporter v6.1 beta) Quake3 - MD3 exporter - 3d max 6 Quake3 - MD3 exporter v2.0.1 - 3ds max 4.2/5 TotalWar - ms3dImportExport_ver1_0 (ms3dImportExport_ver1_0.zip) UT2003 - Jamlander v3.01 (jamlander_301.zip) 3DS Max v4+ Specific Plugins: (known to cause startup errors in Gmax) AutoCad - DFX Export - HDXFEXP v4.0 (HDxfExp4.zip) AutoCad - Material Lib Import - MLI to MAX v4.0 (mli2max4.zip) Autodesk - Ascii Mdl Importer (asciiimporter.zip) Battlezone - GEO Import/Export v1.0 VDF Import v1.0 (BZImportExport.zip) 3ds max Battlezone -SDF Import v1.0 (SDFImport_max45.zip) 3ds max4 Ghoul2 Engine - Model Importer v0.2 (max4glmimport2.zip) Half-Life - SMD exporter v1.0 3d - 3ds max 4.2+ only Lightwave - LWO Importer LWOImpR4_043.zip Lightwave - LWO2 Importer v0.90 (lwo2imp.zip) Maya - Max2Maya ASCII v0.0 Exporter (Max2MayaAscii.zip) Morrowind - NIF Importer v1.0 (NifImport.rar) max4 NWN - MDL Plugin Suite (MDLPluginSuite1.1b2Max5.zip) max 5 NWN2 - MDB Importer / Exporter v2.3.0(nwn2utilsmaxplugins2.3.0.rar/exe) OpenGL (.c) - ESM Importer/Exporter v0.1 (Esmexp42.zip) PowerVR - Exporter (PVRexp4.zip) Quake3 - MD3 Importer v1.01 (md3imp.zip) ReelMotion (ReelMotionMAX4.zip) Total Annihilation - 3DO Import/Export v1.0 (3dopluginr4.zip+tatextures.zip) max4 Valve - Skeletal Model Exporter v4.1.3.0 (smdlexp_4130_max4_5.zip) 3ds max VRML - 2.0 Export v4.4.1.0 (3dsmax4vrmlexp.exe) 3ds max Wavefront - OBJ Importer v4.2 (Objimp42.zip) 3ds max XFrog - Importer v1.0 (xfrog_maxplug.zip) 3ds max Specificity, the following plugin's won't load with Gmax (so install to 3DSMax v4+ only): 3doexport.dle, 3doimport.dli, asciiimp.dli, Esmexport.dlu, GEOExport.dle, GEOimport.dli, ghoul2imp.dli, HDxfExp.dle, lwo2imp.dli, Max2MayaAsciiExp50.dle, Max2MayaAsciiExp60.dle, md3imp.dli, Mli2Max.dli, NifImport.dli, NWN2Utils.dlu, objimp.dli, PVRExp_v4.dle, SDFImport.dli, smdlexp.dle, VDFImport.dli, vrmlexp.dle (stdplugs dir), and xfrog.dlo This is something I've had in my plugin archives and I thought I would share here since most of these can't be found online anymore. Hope they help, and happy modding! P.S. - Also, there has been a rendering plugin created for GMax a long time ago ...for those who'd like to render images of their masterpieces. Just do an internet search for "GMax Renderer" and you should find it.
  2. @@minilogoguy18 - .FBX originates from Kaydara's Filmbox (FBX) software. Kaydara was acquired by Alias in 2004 and then Autodesk acquired Alias in 2006. The Filmbox software was for recording data from motion capture. It was renamed to Motionbuilder in 2002. We have dotXSI 3.0 exporters for 3ds Max 6 to Max2017. I also uploaded a free XSI model/animation viewer here: https://jkhub.org/files/file/1811-xsi-viewer/ So this community can share and view XSI files without any problems. I also have archives of Maya dotXSI 3.0 exporter/python code... which I believe could be updated for newer versions of Maya... (which is not a priority for me as a 3da Max user)... though I would like to see more Maya modellers in the community. The Crosswalk SDK died with Softimage in 2015... but I got lucky and it successfully compiled the exporters for 3ds Max 2017. Should it fail to work for Max 2018 then maybe I will attempt to pick up where @@Xycaleth left off with his FBX converter. But this is not a priority for me or anyone now... as XSI should work fine for at least a couple more years... or indefinitely if people don't upgrade beyond Max2017. Check out the XSI Viewer... (for your test scenes you'll need to export your scene lights for it to be lit properly in the Viewer. I don't export lights with the 3ds Max exporters but the viewer tool allows you to merge in more XSI files... so I just merge in a lights-only file). The FBX2013 model converter/viewer is also dead and not being updated.
  3. Could Snoke be Mace Windu? That's one theory...
  4. It's all speculation... not sure why you treat it as spoilers.
  5. @@Cerez -- I disagree... I still think Rey is Luke's daughter-- by Mara Jade (or whoever they name her). I believe Mara Jade and Rey were being pursued by Kylo Ren and the Knights. Mara stuck Rey on Jakku... or it could even have been Ben Solo who dropped her off (having a soft spot for his 1st cousin. Regardless... when Kylo reached out for Luke's saber in the snow and then Rey reached out for it-- it came to her (the rightful heir) because Kylo is Leia's child. If it had been Han's daughter he would have had a huge human reaction (if they thought she was dead)... but his reaction seemed appropriate for a neice whose identity he wanted to protect.
  6. this replication of the original trilogy is pathetic. Do these people not have any creative ability to do something unique and different? Oh wait... they got the director of "Loopers" doing this one. Maybe Luke "loops" back and kills himself on Tatooine saying, "...I should have died with Uncle Owen and Aunt Beru!"
  7. Maybe @@SomaZ (or one of the other Rend2 tinkerers...) could bring in the latest PBR updates from ioQuake3 into Rend2?
  8. Yes, I know how to rig, and I know what a shadow rig is, and a C.G. Root Rig, etc. Dumb?! I don't appreciate your condescending attitude... ...and I am intimately familiar with the SI Templates that get generated, how they get generated, and exported in and by the 3ds Max dotXSI 3.0 exporter-- and they compile perfectly fine in Carcass v2.2. Currently the animations get baked, plotted onto the Dummy (Null) helpers; and currently the CS Biped does not get exported. Yesterday, @@Psyk0Sith and I did some experimentations, on exporting the CS Biped directly to which he skinned Gorc. I am quite able to "plot" the CS Biped bone transform data into the SI Templates and write that onto the Nulls-- if I needed to make any code changes. But In fact it already works... I just need to tweak the exporter code so that position data gets plotted onto the Pelvis, so that the root Biped node (Bip01) can be ignored during an "Export-Selected" job. Why do this? Because many people are not riggers. @@Psyk0Sith asked if this was possible? And I said yes, it is possible... I believe the tests he and I did yesterday have proven the concept. He was able to rename the CS Biped bones to the game bone names as well as re-parent/re-structure some of the bone relationships within the CS Biped. He said it exported fine and the retargeted BIP animation played fine. So, why force an artist like himself to learn rigging (yes, I know it is easy for you and you do it in your sleep...) when he is quite comfortable using CS Biped (which is capable of creating both FK/IK and Reactor/MassFX simulations)? CS Biped and CAT are sufficient tools for animating (I don't care to argue their merits or shortcomings with you). And you CAN add new controllers to a CS Biped and even augment it with Max Bones-- and you can skin to them to! ...The only potential issue would be the matter of the torso pitch/yaw hard-coded angles @@DT85 mentioned earlier. If it required a lot of re-working of the exporter code, I'd say forget it... but if it can work with only changes to a few lines of code, then I see no harm it making this an option for some artists. If in the end this idea works, I see no reason to put it down-- as it might be preferred by novice artists wanting to create new NPC creatures and aliens. As they say... there's always more than 1 way to skin a CAT (or CS Biped).
  9. Is there any existing file that could be easily be appended and not break backwards compatibility? Like adding these torso yaw/pitch angles in the existing animation config (like a header section)? @@eezstreet any thoughts,suggestions about this?
  10. Are you asking a@@DT85 a question? Because I'm not sure what you are talking about? If you are referring to Gorc... @@Psyk0Sith and I chatted quite a bit today and he chatted with you as well. Given you have already rigged Gorc in Softimage, and modified the skeleton to be more JKA compatible, and started animating-- your Null Skeleton rig is the master now. @@Psyk0Sith is modifying his CS Biped to match your Null Helpers.
  11. I thought @@Xycaleth was incorporating it into Rend2, yes?
  12. @@DT85 - Or since we have the source code it could be fixed as you say where the artist specifies those angles for the NPC, etc.
  13. As I have been saying all along-- this would be for new aliens & creatures... and NOT for the humanoid JK biped.
  14. Hard-coded? For humanoids only? Or for any new creature or alien? These enhancements (if possible, as I said above...) could be used for new NPC creatures/aliens having their own custom skeletons. Folks can still keep their current CAT or CS Biped shadow-rig workflows.
  15. @@minilogoguy18 - your whole point was that CS Biped and CAT systems have limitations and may be more restrictive than a Bones based custom rig. On this point you and I are in violent agreement. you said, here you misunderstand... as you know, when you constrain null helpers (to which you skin the mesh) to CAT or CS Biped-- you do not animate the nulls, but rather you animate CAT or CS Biped... thus you are limiting yourself to the capabilities of those systems. <-- That is my point. We are saying the same thing. Skin bones constrained to a custom Max Bone FK/IK rig and a REACTOR/MassFX skeleton (for simulating ragdoll physics) is what I am planning to make for Jedi Knight. So in my planned character rig, an artist will be able to blend the skin-bone skeleton between the FK/IK Rig and the REACTOR (or MassFX) Skeleton.
  16. I disagree... if a 3dsMax user creates a shadow null rig constrained to either a CS Biped or CAT setup-- you limit yourself already to what either CAT or CS Biped can do (this goes to your point...). However, what I'm proposing is for those who would use CAT or CS Biped to "drive" their constraind Null helpers... is to allow them to skin directly to either CAT or CS Biped and export CS Biped or CAT bones as nulls with correct game bone names-- thus making a shadow Null rig unneccessary. But folks could still work that way if they choose. @@Psyk0Sith - would like the new capability for new creatures. If the exporter is modified to export the CAT or CS Biped as game friendly bones... why force the artist to create a Null shadow rig? EDIT: One issue I foresee that could kill this idea (at least for the JK game engine) is... if the game requires the bones to have a specific bone axis (X, Y, Z) orientation. Any such requirement may, or may not, align with the CAT or CS Biped bone axis orientations-- then I believe a Null shadow rig would be mandatory. However, the exporters are meant to be generic/agnostic... so I will still implement these enhancements.
  17. @@DT85 - I understand you are using CAT rigs... are there any needed enhancements needed for CAT? Can you rename CAT bones to the exact game bone names? Or does it behave more like CS biped in that regard?
  18. It's ok... I would do these enhancements anyways.
  19. Alright, I'm making a list of feature enhancements for Release 2.0 of the dotXSI 3.0 exporter. Working with @@Psyk0Sith on the MotionBuilder/3dsMax Integrated workflow has revealed a shortcoming when you want to export the CS Biped, but not the root BIP01 node... however, this does not affect current CS Biped shadow rig workflows. Anyone have any other needed fixes?
  20. ...but it is still there in your older code? Or are you saying you deleted your old code archives?
  21. well at least archive your fixed ladder code...
  22. Yes, there are GMax exporters for .3ds, .obj, .md3 and some other formats. try creating sufficient loops and extrude the smaller rib faces outwards.
  23. nice job. My comments: his toes seem too stiff. Also, I think he needs a bit more sway in the upper torso.
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