Thx for the answers guys! renderhjs The exporter we're uing is an external collada which i think has no "silent" option when in comes to exporting. renderhjs & mLichy Checkboxes would be nice of course but i have no idea :D i just used some functions which Max brought and packed it into a user friendly interface. Besides…
@MoP: Out of curiosity what goes into writing an importer/exporter? Like how are you handling the writing of UV's, vertexes and stuff? Assume there's tricky math involved...Qt for UI is pretty straightforward. There was a video on the area on one of the maya blogs
Hey, nice tools : ) I worked on a bridge to quickly send model(s) from 3dsMax to Substance Painter (quickly export/set what is needed). More information here: http://www.polycount.com/forum/showthread.php?p=2283794#post2283794
Neox: I found a few places in holland where you can get it, are there any export-shops around there? Actually, thanks to the multi-cultural area I live in our local supermarket even has it, woo. Not cheap, but totally worth it.
Love the video, cool idea. What's the music from? Grant Adam did a similar Maxscript that exports UVs as a path to Photoshop. The script is encrypted, but he's a cool dude, he'd probably share some info about it if you shot him an email. PSDPathUnwrapper
I'm not a technical artist but I do write scripts from time to time, mostly just to save myself from "death by momentous task". This time around I got tired of shuffling objects around renaming materials and triangulating meshes when I was exporting to UDK. So I wrote a quick, simple little script that handles that stuff…
Using an octree to skip empty spaces works nicely, however, it did made it much faster, but at least now it can do any resolution without killing Unreal and the computer. It generates the result during multiple frames. Later I ran into issues with baking it to a static mesh. If I use static mesh components as source, I…
rewrote my Unity export script that basically wraps multiple objects automatically into different file containers. I just hate how unity itself often clutters with OBJ or FBX files and I wanted a bit more structure so I can update specific objects or subparts without Unity forcing to work scene wise in 1 max file. I just…
I just got random MEL's I kick out, and messing with adding custom attributes to things. Was tooling around with a Hammer material exporter. I tried the LWO importer for MEL and it never worked, but maybe now since I have a better understanding, I can take it on again.
Made another Max applink, this time for IPackThat. It's simpler then my 3D-Coat one since I only have the demo atm and so can only really test the export feature. Can grab it here for anyone who wants it: https://dl.dropboxusercontent.com/u/4210886/IPT-Max_Applink.zip