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MAXScript: Multi OBJ Tool v1.3!

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  • jbh3d
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    jbh3d polycounter lvl 9
    Just found out about this via the Eat3D DVD 'Low-Res Character Production'. Awesome.
  • FAT_CAP
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    FAT_CAP polycounter lvl 18
    Just a quick bump for this version since I was reminded about it with the "Multi OBJ Tools for Maya!" thread being near the top of this section.

    I use this tool loads when I am doing ZBrush character work and it's really invaluable for importing lots of subtools a the same time. One gripe I have is that all of the objects get imported into Max with default names (Group1).

    I'm not sure how hard it is to implement; but if the objects were imported into Max with the name they have as the OBJ, that would be a great addition and a great timesaver to having to rename a bunch of objects (or just live with them being called Group1, Group2, Group3 etc) every time you import them.
  • Bal
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    Bal polycounter lvl 17
    FAT_CAP, weird, I'm pretty sure it already does that for me in Max (and that's also the behavior in Maya).
  • FAT_CAP
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    FAT_CAP polycounter lvl 18
    Bal wrote: »
    FAT_CAP, weird, I'm pretty sure it already does that for me in Max (and that's also the behavior in Maya).

    Hmm strange. I've just tried it again here with two objects exported from ZBrush. Both get imported into Max (either via the normal Max import method or this tool) named ZBrushPolyMesh3D. It must be something to do with ZBrush's export not writing the filename to where Max reads it from - maybe a global setting I need to change in Max\ Zbrush somewhere.
  • Bal
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    Bal polycounter lvl 17
    Hmm, not sure I ever tested with Zbrush, but yeah maybe it's something related to your import settings in Max? I'll try tonight (only have Maya at work), but most of the time when working with Zbrush I just use GoZ anyways.
  • devingeesr
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    devingeesr polycounter lvl 13
    I need the link
  • renderhjs
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    renderhjs sublime tool
    devingeesr wrote: »
    I need the link
    looks like predictable paul nuked his website

    another link I found (not sure which version though)
    http://www.ldaustinart.com/paul//scripts/max/mopMultiImport.ms

    if that dosn't work search here maybe you find something related
    http://www.scriptspot.com/3ds-max/scripts/tags/obj
  • cptSwing
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    cptSwing polycounter lvl 11
    Very useful script for Max. The only small niggle I have is that I have to manually export an object to FBX once per session in order for the script to subsequently export with the correct options. Might have to do with '2013, though.
  • trebor777
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    trebor777 polycounter lvl 10
    Isnt there any export presets you can do with FBX?
  • monster
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    monster polycounter
    cptSwing wrote: »
    Very useful script for Max. The only small niggle I have is that I have to manually export an object to FBX once per session in order for the script to subsequently export with the correct options. Might have to do with '2013, though.

    If you are adventurous you can add this to the script, just before the ExportFile command. Most of the settings are self explanatory if you need to change them.
    --SET FBX EXPORT SETTINGS
    
    --LOADS THE AUTODESK MEDIA & ENTERTAINMENT EXPORT PRESET.
    --FBXExporterSetParam "ResetExport"
    
    --FBXExporterSetParam "PopSettings"
    --FBXExporterSetParam "PushSettings"
    FBXExporterSetParam "Animation" false
    FBXExporterSetParam "ASCII" false
    FBXExporterSetParam "AxisConversionMethod" #none
    FBXExporterSetParam "BakeAnimation" true
    --NOTE THAT FBX EXPORTS ALL KEY FRAMES WHETHER THEY ARE BAKED OR NOT
    FBXExporterSetParam "BakeFrameStart" animationRange.start
    FBXExporterSetParam "BakeFrameEnd" animationRange.end
    FBXExporterSetParam "BakeFrameStep" 1
    FBXExporterSetParam "BakeResampleAnimation" true
    FBXExporterSetParam "Cameras" false
    FBXExporterSetParam "CAT2HIK" false
    FBXExporterSetParam "ColladaTriangulate" false
    FBXExporterSetParam "ColladaSingleMatrix" false
    FBXExporterSetParam "ColladaFrameRate" frameRate
    FBXExporterSetParam "Convert2Tiff" false
    FBXExporterSetParam "ConvertUnit" "in"
    FBXExporterSetParam "EmbedTextures" false
    FBXExporterSetParam "FileVersion" "FBX201100"
    FBXExporterSetParam "FilterKeyReducer" false
    FBXExporterSetParam "GeomAsBone" true
    FBXExporterSetParam "GenerateLog" false
    FBXExporterSetParam "Lights" false
    FBXExporterSetParam "NormalsPerPoly" false
    FBXExporterSetParam "PointCache" false
    FBXExporterSetParam "Preserveinstances" false
    FBXExporterSetParam "Removesinglekeys" false
    FBXExporterSetParam "Resampling" 30.0
    FBXExporterSetParam "ScaleFactor" 1.0
    FBXExporterSetParam "SelectionSetExport" false
    --FBXExporterSetParam "SelectionSet" 
    FBXExporterSetParam "Shape" false
    FBXExporterSetParam "Skin" true
    FBXExporterSetParam "ShowWarnings" false
    FBXExporterSetParam "SmoothingGroups" true
    FBXExporterSetParam "SmoothMeshExport" false
    FBXExporterSetParam "TangentSpaceExport" true
    FBXExporterSetParam "Triangulate" true
    FBXExporterSetParam "UpAxis" "Y"
    FBXExporterSetParam "UseSceneName" false
    
  • cptSwing
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    cptSwing polycounter lvl 11
    Hey monster, thanks for that exhaustive list!
  • cptSwing
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    cptSwing polycounter lvl 11
    ..and working fine. thanks a bunch. :)
  • trebor777
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    trebor777 polycounter lvl 10
    The link seems dead for me. any chance of a backup somewhere please?
  • cptSwing
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    cptSwing polycounter lvl 11
  • trebor777
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    trebor777 polycounter lvl 10
    thanks a lot!!
  • steppan
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    steppan polycounter lvl 8
    A really good and very useful script. Some very good additions with each iteration, particularly being able to export fbx.

    One question though, is this solely for 3DS Max or does it work with Maya too? if not, does anybody know of a similar script for Maya, please?

    Thanks
  • walter
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    walter polycounter lvl 14
    Since Max 2013 I have a bug with this useful script,
    I can't put the command to a menu, when I relaunch max, i have this message:
    Missing: mopMultiImport'moPapos;s Tools

    Have you an idea ? Can you fix this ?

    Thanks.
  • Mark Dygert
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    steppan wrote: »
    A really good and very useful script. Some very good additions with each iteration, particularly being able to export fbx.

    One question though, is this solely for 3DS Max or does it work with Maya too? if not, does anybody know of a similar script for Maya, please?

    Thanks

    I'm going to take a guess and say it was written in MaxScript (max's scripting language) and there isn't any MEL support (Maya's scripting language). It's really uncommon to find a script that crosses over between both programs, often if someone does that they actually write and maintain two separate scripts. There are some programmers that write their own separate application and then write max or maya specific plug-ins that tunnel out to the application, but that's pretty advanced stuff.

    There probably is a script like this for Maya, written in MEL, but it would probably be up on creativecrash.com.
  • walter
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    walter polycounter lvl 14
    RD File Browser 1.0 from Rich Diamant do the same trick in Maya.
    http://www.rd3d.com/
  • passerby
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    passerby polycounter lvl 12
    http://www.polycount.com/forum/showthread.php?t=67727

    mop also made similar tools for maya, the idea is also pretty easy to just script it too if you need differnt features
  • walter
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    walter polycounter lvl 14
    I have a bug with Multi OBJ Tool v1.3 and 3ds Max 2014,
    The link to my custom menu disappear when I restarted Max and I have this message:

    Missing: mopMultiImport'MoPapos;s Tools

    This isn't welcome when I have a massive use of the OBJ export.

    [Oops, redundant Post... :poly139: ]
  • Eric Chadwick
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    I still use this tool, for exporting modular assets. Great tool MoP.

    It looks like MoP's original website is gone, and I couldn't find another mirror to download from, so I uploaded it to my Dropbox. This is version 1.3. Hopefully useful to someone else!

    https://dl.dropboxusercontent.com/u/5913234/mopMultiImport.mcr
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