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[Beta] - 3ds max 2013+ exporter


GameMonetize
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Hey team!

 

Beta is in progress now

https://github.com/BabylonJS/Babylon.js/tree/master/Exporters/3ds%20Max

 

 

Bones animations are in!!!!

 

If you want to alpha test the exporter, just copy/paste all the attached files to [3dsmax installation folder/bin/assemblies]

 

I STILL need your feedbacks on things that are not working correctly. To do so please respond to this post with a .zip file containing your .max scene alongside assets and a short description of the problem

 

Thanks team!!

Max2Babylon.zip

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By opening 3ds max, I got this error in Max2Babylon:

System.NullReferenceException: La référence d'objet n'est pas définie à une instance d'un objet.
   à Max2Babylon.GlobalUtility.get_Start()
   à Autodesk.Max.Wrappers.ManagedWrapperGUP.Start(ManagedWrapperGUP* )
 

 

 

The export is no longer available.
 
Config:  3DS Max 2013 FR 64bits / Windows 7 64bits
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Hello Dk, 

 

It seems impossible to export a simple object with a texture...

Here is my .max and the export log (in input.zip) and the result babylon scene (output.zip).

 

No cameras nor lights here.

 

The problem is : when I try to export a an object with a texture, the result object is all black, and the result texture is resized 640*480 (and all black too).

 

Config : Autodesk 3DSMax 2013 / Windows 7 64bits

input.zip

output.zip

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I just re try it with the new version. It works for version of FR.

 

However when I export the image path does not match that of the materials editor.

 

Or I always crash. I joint model for you

 



Attached Files
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Yes, this has well converted in 3ds Max but once import in babylon with BABYLON.SceneLoader.ImportMesh, the model is not displayed. If I put in wireframe mode, it is all distorted.

 

I also try the sandbox, it displays the correct number of vertices, but no model view, as if it had no textures.

 

Here is the .babylon file :

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Ok the exporter is working :)

But your tree is huge and I had to use the following code to see it:

var rotateCamera = new BABYLON.ArcRotateCamera("ArcRotateCamera", -Math.PI / 2, Math.PI / 2.7, 200, new BABYLON.Vector3(0, 2, 0), scene);

And :

BABYLON.SceneLoader.ImportMesh("", "./", "Chene.babylon", scene, function (newMeshes, particleSystems, skeletons) {                var mesh = newMeshes[0];                mesh.showBoundingBox = true;                mesh.scaling = new BABYLON.Vector3(0.05, 0.05, 0.05);                console.log(mesh);            });

But I discovered that you are using opacitytexture for alpha testing so I will update my exporter a bit:)

 

thanks again dad72!

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