3DS Max SMD Exporter plug-in 1.3Wed, September 17th, 2008 @ 16:39

Thanks to users who provided good feedback and sample Max files to debug from I’ve managed to nail a couple of annoying bugs in my 3DS Max SMD exporter plugin.

The first bug was incorrect error warnings about a mesh not having Sub/Muli-Object material when using a non-English version of 3DS Max. Thanks to Cherubim Entia for reporting that bug and testing the fix. The second bug was the exporter crashing when a rig contained a lot of mirrored parent bone/objects reported by “ifO” over at Mapcore who provided me with a good description and a Max file to debug from. The fix for this bug should also fix the crash when exporting an animation backwards.

Thanks again to those of you who have reported bugs and sorry I haven’t been able to jump on the problem as quickly as I liked. Hope the updated plug-in fixes most of the current issues.

In the summertimeTue, August 26th, 2008 @ 23:42

Blimey. Has it really been two months since I last posted something?

This summer has gone by really quickly and I’ve been extremely busy hence the lack of activity. I got to take a short holiday and went back to England for two weeks for my little sisters wedding. Apart from that I’ve been working like a maniac as we’ve got a product launch due for September at work which means a lot of overtime and late nights getting everything finished. :(

As I’m officially and “old fart” I’m afraid that after a hard day at the office I usually fall asleep as soon as I get home which means even less freetime. That said, what freetime I do have is currently spent on some writing projects and Ham and Jam. We’re going from Alpha to Beta soon and starting an aggressive testing programme so that’s going to keep my busy.

I’ve been getting a lot of e-mail asking about the SMD Exporter and Importer plug-ins so I figured I’d make a post here to answer some of the most common questions that people are asking.

For the exporter, I’ve been getting some good feedback from people on a couple of bugs but unfortunately haven’t had chance to address them all yet. The two most common are problems with material types in Max installed in languages other than English and crashes with mirrored bones. The language issue is solved and will be in the next update. The mirrored bones is a more complex problem and may take some time to fix.

I’ve said before and I’ll say again, don’t mirror bones in Max!. The most common mistake people is making is using the Tools->Mirror command in Max. This is the wrong way to do it and simply reverses the axis which is why your getting export problems. If you’re going to mirror bones, use Animation->Bone Tools turn on Bone Edit Mode and use the Mirror button. That will mirror them but keep the axis in the right orientation. For dummies you’ll have to mirror them manually but that doesn’t take too much work.

As for the SMD Importer, again I haven’t had much time to work on it but it’s certainly a lot further ahead that it’s been in a long time. Currently it’ll import meshes, UV, textures and bones although at the moment I haven’t set-up the skin modifier or looked into animation.

I’ll try and post some more updates soon, but in the meantime please be patient! :)

3DS Max 9 SMD Exporter for 32 & 64 bitThu, September 13th, 2007 @ 01:08

I’ve made another update to my 3DS Max 9 SMD exporter and have decided it’s robust enough to take out of beta and make version one-point-oh.

The changes I made weren’t significant but I did nail one irritating bug where it would crash if the diffuse texture on a mesh wasn’t of a Bitmap type. Once again Autodesk’s recommended 3DXI interface suffers an epic fail in blindly assuming the user has one.

Oh, I also removed the crappy “log to file” feature and replaced it with a proper combined progress/log dialog and compiled a version for the 64-bit edition of 3DS Max 9 as a few people asked for it.