I’ve updated all of my plug-ins to include support from 3DS Max 2012 now. The VTF importer now also supports version 7.5 VTF files. I know a lot of people wanted them and I apologise for the delay. Real life gets in the way sometimes and takes priority.
I’ve tested them as thoroughly as I can but if you do find any bugs let me know. Remember to tell me how to recreate the issue you’re having and if possible send me the file that is causing the problem. No, I’m not going to steal your models – yes some people are that paranoid.
One final note – I’ve now officially dropped support for Max versions less then 9. Keeping a separate build environment going for that was pointless as it’s so old so I’m afraid no VTF importer for older versions of Max.
I haven’t added any new features this time around, but I have a few in the pipeline so keep watching this space. For now, just re-download the ZIP file which will have the 2012 included in it.
I’ve now finished a face-flex vertex animation (VTA) plug-in for 3DS Max 9 onwards and so far, with what limited testing I’ve done it works! 🙂
I’d like to get some of you guys to test it’s for me before I make an official public release so if you’re making character models with custom/new face flexes and using Max 9, 2008, 2009 or 2010 let me know and I’ll send you the plug-in for testing.
The offer only applies to those who know what their doing – I’m not going to teach anyone how to flex rig a model. The assumption is you already know how to do it but are still using Max 5 – 8 and Cannonfodder’s plug-in.
Oh, and in case you missed it I updated all my other Max plug-ins for 3DS Max 2010.
Ta-da! So here it is after far to many months of faffing around trying to find time to work on it.
This is an “alpha” release meaning I can’t be 100% sure it’s bug free and it doesn’t contain all the features I’d hope to add to a final version. Most noticeably it doesn’t re-create smoothing groups (it uses vertex normals instead) and currently doesn’t support animation imports. That said, it’s got a couple of nice extra features I added.
I’ve also made a small update to the SMD exporter plug-in to enable it to export vertex normals correctly. This is important if your just importing/exporting from Max without editing.
As usual I welcome feedback and bug reports but remember I can’t fix a bug without a good description and the file that was causing the problem. I have to be able to replicate the problem to solve it.
Thanks to all for your patience and apologies it took so long. Sadly real life and my innate crapness at mathematics is to blame for the delay.
Edit: Oops, put a wrong file in the archive. Fixed it now.
I’ve taken some time to do a small update to my 3D Studio Max SMD export plug-in and have nailed (I think) one bug and added a couple of user-requested features.
To start off the additions include support for exporting HL1 format unweighted SMD files. I underestimated how many people out there were using Max 9 and still modelling for Goldsrc games so per request I added the option to export files in the old format.
The second addition is a crude but useable “batch mode” which lets you configure and call the plug-in from Maxscript. One user had all their animations in one continuous sequence and was looking for a way to batch export them by specifying specific ranges. It’s fairly simple to use and I’ve included a basic example Maxscript in the ZIP file.
As for the bug, you may recall in previous blog posts that I was having considerable problems with Export Selected. After a lot of debugging and tracing I *think* I’ve nailed the problem. Certainly under the tests I’ve done you can now select part of a chain of bones and it will export and not lose position or destroy the animation. As always these things have a habit of blowing up in my face so I’ve retained the link to the old version of the exporter just in case people need to roll-back.
I’ve also marked this version as for 3D Studio Max 2008 too as users reported that it worked fine in both Max 9 and 2008 without problems.
I’m still getting e-mail/MSNs regarding problems with old Max 8 rigs that don’t work quite right with this exporter. In 99% of all cases it’s been simply been down to shoddy rig construction. I’ve said before and I’ll say it again, when you mirror part of your rig, reset the transforms before you use it! It really messes up the 3D transformation matrices and while the code tries to fix it, it’s not that clever. Oh and please, stop trying to use splines as bone nodes…