Well most of the Ubisoft studios work for example extensively with 3dsMax and always write their own tools to export specific rigging parts, animations or other stuff that their engine work pipeline setup requires. Same for Crytek and their Crysis and Farcry games, most of their pipeline and workflow is based around…
Here is a usefull script for you to get started which will output your current Object selection in Max into a As3 array. outp= "var array:Array=[";--create a variable container to hold a stringfor i=1 to selection.count do(--for i loop, starts in max always at 1, all arrays are 1+ based local obj = selection[i];--create a…
well you wont see games that use OBJ, DAE or FBX in their game folders aka. as runtime files because they are bloated and just not suited in a game engine. So whenever a pipeline works with those kind of files a compiler (i.e level editor) will compress and store it in a way that makes sense to the engine. Thats also…