3ds max 9 CMP Exporter (Help Request)
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Sorry my mistake - Havok Content Tools…
http://software.intel.com/sites/havok//?page=tryhavok/PhysX Tools v2.01:
http://developer.nvidia.com/forums/index.php?showtopic=3990
But note:
"Some PhysX features available in the previous plug-in are not (yet) exposed on the new version. Fluids, cloth, force fields, and soft bodies are not supported with this release. "What can the PhysX plugin do for convex shapes, and how to use it?
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@SilentAssassin82 if it dosent crate it there a error in the model try weld if that dont work you have to fix it manuel
thats why i like using it
i found also if havok can sur it LS sur builders fine
so its a good test to see if there errors in the first place -
I found this PhysX plugin today, an earlier version for 3DS Max v9…
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There’s a part of the physx plugin that’s called rigid body tools or somthing like that, it’s just the same as havok. Just works better sometimes.
I don’t remember the exact ins and outs, it’s been a while since I used it.
I’ll look through my stuff and see if I can find the version. I remember 1 thing though. One of them you could select every mesh in your model at the same time and it would make 1 hitbox mesh for each mesh group. I’m sure it was the physx one, I’m sure havok would just make 1 shrink wrap mesh round the entire model if you done that.
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There is a User Guide in the zip I attached in my previous post.
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Alright, the source is on the svn if you’d like to try compiling it:
http://forge.the-starport.net/projects/maxcmpexport/repository
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Have you thought about whether you plan on working further on the exporter or if you’d rather make a OBJ->CMP exporter?
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Ok, I’ve compiled the plugin using 3ds max 9s API and it does work as far as I can tell. It even exports smoothing.
I only gave it a quick shot though since I have stuff to do.
EDIT: Got a chance to play around more with this.I dunno if it’s the same in the 2011 version but if you tick
Export tangent/binormal info
The model just comes out all mashed.
Got it exporting the Hardpoints though, not that it’s very important though.
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FriendlyFire wrote:
Have you thought about whether you plan on working further on the exporter or if you’d rather make a OBJ->CMP exporter?I think I’ll stick to 3ds max for now because its API is actually pretty comfortable to work with as regards sub-objects and their bounding boxes which I’ll need for the multi-component cmps.
Maybe later somebody can rewrite the API functions to make it use with .obj files.Got a chance to play around more with this.I dunno if it’s the same in the 2011 version but if you tick
Export tangent/binormal info
The model just comes out all mashed.
Got it exporting the Hardpoints though, not that it’s very important though.
You need to have the latest UTF editor version (from the SVN), it can display models with tangent/binormal info. However, ingame the models should work okay (it’s compatible to FL’s rendering pipeline).
I deleted the hardpoint code because with HardCMP and soon the new UTF editor, it’s already a lot more comfortable to edit hardpoints rather than in a modeling program.
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That’s true, I just like to be able to do as much as I can in the one programme.
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Good work W0dk4
I’ve not had time to get the SDK and compile it yet but I will asap.