3dsmax 2010 exporter

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pioj

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BeitragMi, Jun 30, 2010 20:15
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Hi!.

I learnt some maxscript and I started a simple .ms to dump a few static data (sorry, no animated meshes a.t.m.) directly to .bb code file format.

Would anyone be interested ? I dunno if you guys still work on Blitz3d or you already moved to bmax...

Is something similar out there? Let me know, please.
 

Omenaton_2

BeitragDo, Jul 01, 2010 9:45
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I don´t understand, what you are trying to do.
Export what exactly from 3DsMax ?
You can export meshes from 3DMax in 3DS format and BlitzBasic3D can load and use it.
I am not sure about animations.
 

pioj

BeitragDo, Jul 01, 2010 15:11
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You're Right! Sorry, I forgot to specify that It can export directly to .bb code.

For example, you could set up a basic 3d scene and export it to code, so you have direct access to the entitys, vertex, etc..

biggicekey

BeitragDo, Jul 01, 2010 15:28
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load it up! I will try. Can't understand how this should work. Do you mean .b3d files or do you really mean code?
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BeitragDo, Jul 01, 2010 15:35
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Er meint bestimmt, das die Meshs direkt als Programmcode erstellt werden.
between angels and insects

biggicekey

BeitragDo, Jul 01, 2010 15:40
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ja denke ich auch, aber umständlicher geht es wohl kaum. Da hat der Code bei ein paar 1000 Tris gleich mal ein paar 100kb...
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Omenaton_2

BeitragDo, Jul 01, 2010 16:03
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It sounds interesting, but its nothing for my person. I am simply not a "technical" person. Importing a whole scene and accessing single vertixes and than use them would be too complicated for me. I need only very simple technik.
To load a 3d mesh is enough.
I am pretty sure, there will be some people, they will like your idea and could use it.

If you have fun to make such an exporter, just do it for fun and you will see later what people can do with it.
 

pioj

BeitragFr, Jul 02, 2010 7:48
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What I do actually is somekind of a interpreter.
Search the whole scene, and checks for :

___

- if it finds an spline it saves as a series of vertex xyz coords DATA statements, then labels it using th spline name.

- if it's a cube, it adds a cube primitive using the sentence CREATECUBE(), along with xyz pos,rot and current scale values..

- Same thing for the sphere..

- Can also read and export the common values for a Camera object.

- Else, If it's an editable mesh or poly, it creates a pivot with its xyz coords for pos,rot, and scale.
___

You see? It's meant for a fast scene setup batch, rather than export models. There's already other formats for that(like .3ds, .x, whatever..). This solution helps me a lot to test an scene just doing a few clicks. It also creates a simple mainloop with basic key controls, so you just have to load the exported file and push F5...

I could not simply export a model mesh, nor static or animated, yet. There's is no src for the last B3dPipeline plugin, and the author feels like comfortable to keep the code for himself... Sad

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