Heyo peepz,
I've been looking around to check if there's a solution to this.
I'm using
exportFile (fullFilePath + ".WRL") #noPrompt in a export script
But apparently sometimes max doesn't export normals with our WRL exporter when run via script because the the
#noPrompt flag avoids the export dialog and just uses defaults. Once the user exports a WRL manually with the dialog and the greyed out checkbox for "
Export Normals" is ensured to be checked, the scripts work fine. This has only happened 2 times that I know of on 2 or 10 computers over like the last year or so, so I don't really know what's causing it.
So I was wondering if any of you have had this issue?
and if you've found/thought of a way around it?
Is there some place to set the defaults of an exporter class?
thanks!
Replies
I would say yes and no. Its gonna be a little tricky i think, but you could always have a test export run for you which will set the default for you.
http://area.autodesk.com/forum/autodesk-3ds-max/maxscript/transfering-uvw-data-via-maxscript/
This link will give you an idea of how someone uses this for exporting UVWs with creating its own custom noPrompt. You could use this method to export with out using the "#noPrompt" . If it uses too much memory you could always have it just run a callback when you start up max to run a quick export once to save the setting you were going for so that when you do us the "#noPrompt" It should work with the last export settings.
r_fletch_r, thanks, that's what I was hoping but I can't seem to find it, I'll give rhjs a holla!
copypastepixel wrote a initial great script to export a OBJ file with some default modifications using binary hacks
http://www.polycount.com/forum/showthread.php?t=71230
I used parts of his technique in TexTools for the "fn_40__unwrap_with_roadkill.ms" script (you can find it in the TexTools_...mzp file). The code that you are after in this regards is:
... I would not suggest usign the binary stuff because pbviously he reverse engeneerd or debugged using other tools to see what bits he needed to flip. But with 2010+ it should be easier as you can most likely just modify a ASCI ini file.
After that you simply export using for example:
Side notes from my experience on other export scripts:
I never had that isssue but then again all I ever exported with scripts was standard stuff like FBX and OBJ. The only issue I got recently with another script exporting from within 3dsMax was getting heaps, meaning 3dsmax stuttered and trying to export the next item in a loop while still exporting the previous one. It happened many times to me with the FBX exporter, never though with the OBJ exporter.