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

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.

Responses to “3DS Max 2010 support for VTF and SMD plug-ins.”

Thank you very much!!! it’s awesome!

Posted by LexxoR
Mon, May 11th, 2009 @ 18:16

Im not quite sure where “requests” would go, no doubt I’ll see the link the moment I click submit but, I’ve recently downloaded the L4D Authoring tools, with is more or less the next SDK which doesnt exclusivly use SMD files, I’ve noticed QCI files also.

Don’t suppose if you could shed some light, are Valve using a new way of compiling models that I’m going to need to workout?

Posted by Zac
Mon, May 18th, 2009 @ 10:37

QCI are just QC files. The “I” denotes they are include files, i.e. they can be included in a regular QC file using the $include statement.

It just means that if you have a bunch of QC commands you re-use for multiple models you can put them in a separate file and include them rather than re-type or copypasta them ever time. It also means if you need to update those included parts, you don’t have to update every QC, just recompile.

Posted by Jed
Mon, May 18th, 2009 @ 14:27

Thank u sir!
now I’m going to do making model.
frankly I was shocked a little ur plugin sharing as free(everyone..everywhere.. possible u know)
anyway thank you again!

Posted by leumas
Tue, May 26th, 2009 @ 10:44

Hello and thanks for providing those great tools to modding community.
This has maybe already been answered but how comes some bones have weird rotations with your smd importer ? (like i saw on the tf2 heavy pic)
It seems to be 90° in z local rotation but i’m not sure, so i can’t really fix it atm.

Posted by puppies
Wed, May 27th, 2009 @ 00:44

Hey Puppies,

There turned 90 degrees because that’s how they are inside the SMD. The most likely reason is that the animations were made in Maya which uses a different co-ordinate space to Max hence the angles are off. I could probably correct them but doing so might make it impossible to re-compile the mode as the animations will be in the Maya space and the exported SMD in Max space.

Posted by Jed
Mon, June 1st, 2009 @ 22:06

Yeah i see, thanks. I wonder how superaldo made a custom biped rig on his pyro model without messing with local axes, coz it actually works in tf2. I’ ll try with some parenting constraints between imported bones and my rig.
Have a nice day and thanks again for your tools 😉

Posted by Puppies
Sun, June 7th, 2009 @ 11:41

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