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MaxScript and Exporting

polycounter
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monster polycounter
I've been trying to figure out a way to change/replace the exporter interface through MaxScript.

At work we use multiple game engines and so far I've been able to keep a unified interface for all the engines/projects we are working on, but I've hit a snag with this one.

It seems the maxscript export functions that come with the SDK have been replaced with the plugin. Here's what I got so far with MaxScript access to the plugin.
//OPENS THE UTILITY PANEL
UtilityPanel.OpenUtility csExport

//CSEXPORT IS A STRUCT THAT CONTAINS COMMON FUNCTIONS
csexport.get_root_path()
csexport.export
csExport.get_value
csExport.set_value 

print (getPropNames csexport.export)
    #export_file_per_node
    #write_weights
    #ignore_dummy_bones
    #write_geometry
    #morph_minimal_offset
    #manual_range_start
    #use_custom_filename
    #multiple_weights_per_vertex
    #sort_bones
    #write_vertex_colors
    #bone_list
    #manual_range_end
    #custom_filename
    #merge_all_nodes
    #allow_multiple_uv
    #use_object_bones
    #export_format
    #write_vertex_animation
    #animation_filename
    #export_file_per_range
    #node_list
    #generate_default_uv
    #use_manual_range

//USE LIKE THIS:
csexport.export.write_geometry = false

//GLOBAL, BUT DOES THIS DO?
cryMaxTools

Another thing I've been looking into is exporting to Collada (dae) and using the SDK's Resource Compiler to convert it to the proper format. But this isn't working for me either. I suspect Max 2011 uses a different version of the Collada format than XSI. (The workflow for XSI is XSI -> Collada -> Resource Compiler -> Sandbox)

Anyway, any input would be very welcome!
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