3DS Max 2010 support for VTF and SMD plug-ins.Mon, May 4th, 2009 @ 23:57

I’ve now re-compiled my 3DS Max plug-ins to support 3DS Max 2010. Grab them while they’re hot! :)

The only change has been to the SMD exporter where I’ve added support for spline objects after user requests. I left it out on purpose to stop people using splines in place of bones or dummies in model skeletons. The reason being is that they are very quirky and it often results in the animation in Max not matching the rotation on export. They are fine to use to as controllers to influence the rotation of a bone or dummy but don’t use them as bones themselves. You’ll put yourself in a world of pain.

I’ve testing the plug-ins in the 32-bit version of 3DS Max 2010 but I’m assuming that they’ll work fine in the 64-bit version too.

As always, any problems let me know.

3DS Max SMD Importer – added animation support.Thu, November 27th, 2008 @ 02:31

I’ve been suffering from insomnia so I decided to finish up some changes to the SMD importer bringing it up to release version 1.0.

Changes in this version from the alpha are fixes to try and handle SMD parsing better, a “pre-parse” option to speed up reading SMDs by skipping data you don’t want and most significantly, support for importing animations.

The next installment…Wed, November 26th, 2008 @ 04:18

To say I’m stressed would be an understatement of epic proportions. I seem to have so much going on right now I’m wishing the world had a giant “pause” button I could press now and then just to give myself a chance to catch up with everything I have to do. I’m starting to become a career insomniac and the pay sucks.

Anyway, I’ve managed to scrounge a few hours to look at bugs in the 3DS Max SMD Importer alpha version and I think I’ve nailed the most common one’s that people reported. I’ve also started on support for animation and so far it’s working, I just need to tidy up some code and wrap up some of the user options.

Unfortunately due to my workload I probably won’t be able to get the next update out this week as I hoped but there will be one soon.

SMD Importer – getting closer to release!Mon, October 20th, 2008 @ 22:57

It seems as winter draws nearer my freetime gets less and less so a lot of my projects have been pushed onto the back-burner for now. Work and family comes first, sleeping second and Ham and Jam third as I just want to see it done.

Luckily this weekend was quiet so I took some time to do some more work on the 3DS Max SMD Importer plug-in and got the vertex weighting code fleshed out so now the meshes is actually linked to the bones. Now that step is done, the importer actually becomes useful and I can think about making an initial release at least as an alpha version for testing.

Up until now the code has mostly been mostly prototyping so I’ve spent the weekend refining it and adding in error handling as I’m sure in the real world there will be the odd screwed up SMD file it’ll have to deal with. I need to put a nice options dialog and a few other bits and pieces as well before it’s really usable.

So here’s a recap of what you can/can’t do with the importer right now.

Imported TF2 Heavy
TF2 Heavy in 3DS Max 9. Model on the right is posed slightly to show the skin modifier working.

It imports the SMD as a single continuous mesh so you don’t need to weld anything back together (like with the MaxScript importer). It doesn’t yet re-build smoothing groups but you can fix this yourself by just adding an Edit Poly modifier on top and using AutoSmooth or do it manually. Materials and UV’s are imported and assigned to a Multi/Sub material type.

Bones are imported and posed in the reference pose but it doesn’t yet handle importing animations. That shouldn’t be hard to do, I just haven’t got around to it yet. Vertex weights are imported and the mesh attached to the skeleton via a Skin modifier.

There still a long way to go and I’ve a lot of useful idea’s for features for the importer but for now, I’ll just be happy to get something out the door people can use :D

Feel free to ask any questions.

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! :)