GameMonetize Posted February 9, 2014 Share Posted February 9, 2014 Hello everyone, I'm currently looking for help on the following topics:- Creating a 3DS Max 2013 exporter- Rewriting the FBX importer (Romanichel_2.0) If you feel you can help, you are more than welcome!! Quote Link to comment Share on other sites More sharing options...
Romanichel_2.0 Posted February 9, 2014 Share Posted February 9, 2014 Hi David, I'm interested in the project (and I already know Babylon JS codebase, as well as the FBX SDK). Where do I sign ? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted February 9, 2014 Author Share Posted February 9, 2014 Hello Romanichel_2.0!! The FBX importer is for you:) Quote Link to comment Share on other sites More sharing options...
gwenael Posted February 10, 2014 Share Posted February 10, 2014 Hi, I started a command line exporter FBX to BabylonJS using the FBX SDK. For now, it only exports geometries (no texture, skeleton, particles...). I can share the project if you want. It deals with flat shading too. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted February 10, 2014 Author Share Posted February 10, 2014 Nice!!! Quote Link to comment Share on other sites More sharing options...
gwenael Posted February 18, 2014 Share Posted February 18, 2014 Romanichel_2.0, thanks. Will it be a command line tool or a 3ds max plugin? Using a shared lib to have both would be nice if it's possible. Quote Link to comment Share on other sites More sharing options...
kaz2057 Posted March 12, 2014 Share Posted March 12, 2014 I can help you to create 3ds max exporter Quote Link to comment Share on other sites More sharing options...
Romanichel_2.0 Posted March 12, 2014 Share Posted March 12, 2014 I, sorry, I did not monitor this thread.@Gwenael : I already have an FBX scene exporter based on the FBX sdk that is implemented as a command-line tool, as well as trough C++/CLI for automation from .Net code. It is already in the Babylon codebase (not in a public branch for now, sorry). It exports materials, textures, Multi-material meshes, and lights (with for now a little problem on geometry data that seems related on coordinate systems but that should not be very hard to handle). The project is on pause for a couple of days, because I am working on another subsystem in Babylon that will be demonstrated soon. But as soon as it is finished, I'll resume my work on it (with support for cameras, skinned meshes and animations). Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 12, 2014 Author Share Posted March 12, 2014 @kaz2057: That's great. How do you want to proceed? Quote Link to comment Share on other sites More sharing options...
kaz2057 Posted March 14, 2014 Share Posted March 14, 2014 However I can help you writing a maxscript version without use FBX SDK. What do you think? Quote Link to comment Share on other sites More sharing options...
Romanichel_2.0 Posted March 14, 2014 Share Posted March 14, 2014 I think that a maxscript based tool Inside 3ds max UI would be a very nice addition to the offline fbx based command tool. Quote Link to comment Share on other sites More sharing options...
kaz2057 Posted March 14, 2014 Share Posted March 14, 2014 A very easy and quick solution would be to create a simple installer or an MZP that include the maxscript and the fbx converter. In 3ds max , simply you choise name and flag export options, and the script export FBX and and run the fbx converter automatically, In this case, the exporter upgrade in 3ds max is very simple: substitute the old exe fbx converter.If you provide me the final exe with libs included, I spent about 1 days to publish the max script What do you think? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 14, 2014 Author Share Posted March 14, 2014 I would have preferred to get apure maxscript exporter without any dependencies Quote Link to comment Share on other sites More sharing options...
gwenael Posted March 15, 2014 Share Posted March 15, 2014 as well as trough C++/CLI for automation from .Net code. Even better Quote Link to comment Share on other sites More sharing options...
gwenael Posted March 15, 2014 Share Posted March 15, 2014 I would have preferred to get apure maxscript exporter without any dependencies Really? Wouldn't it be double work? Moreover max script exporter will be slower than c++ exporter, won't it? Is it in the aim to have a full exporter in maxscript (not only GUI) without having to also have the command line tool? As far as I'm concerned, downloading a max script or a MZP like kaz2057 suggests would be pretty much the same. Am I missing something else like I always forget the garbage collector Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted March 16, 2014 Author Share Posted March 16, 2014 I do not want something complex to install or use. Always my main concern is about simplicity. If a grpahist can just install a thing and *absolutely* nothing else to do then I'm ok Quote Link to comment Share on other sites More sharing options...
gwenael Posted March 16, 2014 Share Posted March 16, 2014 I'm not an expert but I think MZP is for this purpose. Am I right kaz2057? Quote Link to comment Share on other sites More sharing options...
kaz2057 Posted March 19, 2014 Share Posted March 19, 2014 MZP is a sort of ZIP with any kind of files included.I notice that today I start with a new job so my free time for the exporter is very reduced.What I can do is just create an MZP with scritp and fbx converter included, to give a simple GUI to the users.Sorry ! but I ave no time to create a native exporter If you are ok, send me any version of compiled exe fbx and I create the tools in a few days Quote Link to comment Share on other sites More sharing options...
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