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	<title>Comments on: 3DS Max 9 SMD Exporter Update</title>
	<atom:link href="http://www.wunderboy.org/blog/176/feed" rel="self" type="application/rss+xml" />
	<link>http://www.wunderboy.org/blog/176</link>
	<description>- game modding for gentle folk</description>
	<lastBuildDate>Thu, 01 Sep 2011 17:25:26 +0000</lastBuildDate>
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		<title>By: deMon</title>
		<link>http://www.wunderboy.org/blog/176/comment-page-1#comment-659</link>
		<dc:creator>deMon</dc:creator>
		<pubDate>Tue, 20 Feb 2007 06:41:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.wunderboy.org/blog/176#comment-659</guid>
		<description>I would love you for ever if you made a max 9 importer. Plus I got a little dough ;)</description>
		<content:encoded><![CDATA[<p>I would love you for ever if you made a max 9 importer. Plus I got a little dough ;)</p>
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		<title>By: Jed</title>
		<link>http://www.wunderboy.org/blog/176/comment-page-1#comment-658</link>
		<dc:creator>Jed</dc:creator>
		<pubDate>Mon, 19 Feb 2007 19:33:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.wunderboy.org/blog/176#comment-658</guid>
		<description>OK well to answer your first point - I don&#039;t see the big problem with Export mode only exporting whats visible in the scene. I mean thats what pretty much every other Max plug-in does anyway. If you want all the bones just stick them on a layer and make that layer visible before export or just do layer select (or use a saved selection) to select what you need before export. I don&#039;t think it&#039;s &lt;i&gt;that&lt;/i&gt; big an issue.

Regarding the files you posted as a test - I opened them in Max 8 (as that version works with Cannonfodders SMD importer) and the AK47 ref seems to be screwed as the right hand bones aren&#039;t linked to the mesh. Hence, I can&#039;t really tell if its screwed because I can&#039;t see from what you were trying to export. I can tell if my exporter is causing a corrupt reference model or something else.

However, your pistol I had no problem with importing the ref and anim models. The only issue, which is down to the SMD importer, is that any extra bones which come from things like helpers tend to get included in the Skin modifier envelope which can pull vertices out of whack. All I did was delete those erroneous bones and the animations were fine.

When I tested the plugin I exported one of the HL2 player models and a set of anims and brought them into Max 8 and saved the max file. I then opened that in Max 9 and re-exported the anims and ref as different filenames. Max 8 had no problem importing the Max 9 SMD&#039;s and mixing ones made from Cannonfodder&#039;s and my plug-in.

So with that said, I&#039;m at a lost to exactly where the error lies. If the Ak47 was meant to be an example of a screwed reference, I need it as a Max 8 files so I can see what it should looklike exported from 8 and 9 to find the error.</description>
		<content:encoded><![CDATA[<p>OK well to answer your first point &#8211; I don&#8217;t see the big problem with Export mode only exporting whats visible in the scene. I mean thats what pretty much every other Max plug-in does anyway. If you want all the bones just stick them on a layer and make that layer visible before export or just do layer select (or use a saved selection) to select what you need before export. I don&#8217;t think it&#8217;s <i>that</i> big an issue.</p>
<p>Regarding the files you posted as a test &#8211; I opened them in Max 8 (as that version works with Cannonfodders SMD importer) and the AK47 ref seems to be screwed as the right hand bones aren&#8217;t linked to the mesh. Hence, I can&#8217;t really tell if its screwed because I can&#8217;t see from what you were trying to export. I can tell if my exporter is causing a corrupt reference model or something else.</p>
<p>However, your pistol I had no problem with importing the ref and anim models. The only issue, which is down to the SMD importer, is that any extra bones which come from things like helpers tend to get included in the Skin modifier envelope which can pull vertices out of whack. All I did was delete those erroneous bones and the animations were fine.</p>
<p>When I tested the plugin I exported one of the HL2 player models and a set of anims and brought them into Max 8 and saved the max file. I then opened that in Max 9 and re-exported the anims and ref as different filenames. Max 8 had no problem importing the Max 9 SMD&#8217;s and mixing ones made from Cannonfodder&#8217;s and my plug-in.</p>
<p>So with that said, I&#8217;m at a lost to exactly where the error lies. If the Ak47 was meant to be an example of a screwed reference, I need it as a Max 8 files so I can see what it should looklike exported from 8 and 9 to find the error.</p>
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	<item>
		<title>By: xander</title>
		<link>http://www.wunderboy.org/blog/176/comment-page-1#comment-657</link>
		<dc:creator>xander</dc:creator>
		<pubDate>Mon, 19 Feb 2007 05:09:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.wunderboy.org/blog/176#comment-657</guid>
		<description>actually i jusy did some more testing, my smd&#039;s all seem to not correspond with each other even when exported with your exporter?

here are some examples, the skeletons in the ref dont match up right or something causing the animations not to work correctly:
http://www.daellum67.com/tests.rar</description>
		<content:encoded><![CDATA[<p>actually i jusy did some more testing, my smd&#8217;s all seem to not correspond with each other even when exported with your exporter?</p>
<p>here are some examples, the skeletons in the ref dont match up right or something causing the animations not to work correctly:<br />
<a href="http://www.daellum67.com/tests.rar" rel="nofollow">http://www.daellum67.com/tests.rar</a></p>
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	<item>
		<title>By: xander</title>
		<link>http://www.wunderboy.org/blog/176/comment-page-1#comment-656</link>
		<dc:creator>xander</dc:creator>
		<pubDate>Mon, 19 Feb 2007 03:23:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.wunderboy.org/blog/176#comment-656</guid>
		<description>Is there a possibility of an option that will mimic the behaviour of the max 8 exporter when it comes to the heiarchy? IIRC that would just export all the bones, regardless of whether they were hidden or not, without dingling around with the heiarchy. These new exporters are working for me when I export all the animations in question with them, but I can&#039;t use it to make revisions to a single sequence in an old set without re-exporting the whole thing in 9.</description>
		<content:encoded><![CDATA[<p>Is there a possibility of an option that will mimic the behaviour of the max 8 exporter when it comes to the heiarchy? IIRC that would just export all the bones, regardless of whether they were hidden or not, without dingling around with the heiarchy. These new exporters are working for me when I export all the animations in question with them, but I can&#8217;t use it to make revisions to a single sequence in an old set without re-exporting the whole thing in 9.</p>
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	<item>
		<title>By: dudethedreamer</title>
		<link>http://www.wunderboy.org/blog/176/comment-page-1#comment-655</link>
		<dc:creator>dudethedreamer</dc:creator>
		<pubDate>Sat, 17 Feb 2007 17:09:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.wunderboy.org/blog/176#comment-655</guid>
		<description>sad that my mod was stuck becasue i cant export my models. thanks for this plugin, now i can continue making my game :)</description>
		<content:encoded><![CDATA[<p>sad that my mod was stuck becasue i cant export my models. thanks for this plugin, now i can continue making my game :)</p>
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	<item>
		<title>By: Jed</title>
		<link>http://www.wunderboy.org/blog/176/comment-page-1#comment-654</link>
		<dc:creator>Jed</dc:creator>
		<pubDate>Sat, 17 Feb 2007 11:54:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.wunderboy.org/blog/176#comment-654</guid>
		<description>Yeah, it&#039;s on my to-do list when I have some free time.</description>
		<content:encoded><![CDATA[<p>Yeah, it&#8217;s on my to-do list when I have some free time.</p>
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	<item>
		<title>By: FrostedBitesCereal</title>
		<link>http://www.wunderboy.org/blog/176/comment-page-1#comment-653</link>
		<dc:creator>FrostedBitesCereal</dc:creator>
		<pubDate>Fri, 16 Feb 2007 21:33:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.wunderboy.org/blog/176#comment-653</guid>
		<description>Any chance of a 9 importer?</description>
		<content:encoded><![CDATA[<p>Any chance of a 9 importer?</p>
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