GameMonetize Posted December 19, 2014 Share Posted December 19, 2014 Hey guys, we just committed a new version of 3dsmax exporter with (we hope) full support for bones and biped. If you guys can test it, it would be great:) https://github.com/BabylonJS/Babylon.js/tree/master/Exporters/3ds%20Max Dad72, Temechon and Shine 3 Quote Link to comment Share on other sites More sharing options...
Dad72 Posted December 19, 2014 Share Posted December 19, 2014 That's great! I'm going tested this in the weekend Quote Link to comment Share on other sites More sharing options...
Xeonzinc Posted December 19, 2014 Share Posted December 19, 2014 Thanks for working on this, I think it will be really useful for a lot of people I'm getting an error on my scenes (which exported OK under the previous version). This comes up as the exporter is trying to do the 'Exporting Skeletons" saying "Exportation cancelled: Object reference not set to an instance of an object". It seems to be related to the skin modifier as if i remove that, the scene exports OK. A quick play with the skin mod 'Advanced Parameters' doesn't seem to have any effect. Any idea what might be causing this? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 20, 2014 Author Share Posted December 20, 2014 Can you share your .max file ? Quote Link to comment Share on other sites More sharing options...
Dad72 Posted December 20, 2014 Share Posted December 20, 2014 So for me, it is exporting correctly. There is no longer a problem with the big bones and of forced to hidden But there is a problem with animation at axis the x, y, z. I made an animation or I get his foot on the y axis, but in babylon is the X axis is animate. I send you the file via MP. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted December 20, 2014 Share Posted December 20, 2014 En faite dans max l'axe z = l'axe y dans babylon. l'axe x dans max = l'axe z dans babylon et l'axe z dans max = l'axe x dans babylon. d'ou les problèmes je pense. Quote Link to comment Share on other sites More sharing options...
Temechon Posted December 22, 2014 Share Posted December 22, 2014 I can confirm Dad analysis. My character is correctly displayed, with all animations working correctly.However, it seems to be exported with a Z-up coordinates (instead of Y-up i guess). but it's a very nice work ! I'm sure it will be very useful for game development.BThanks ! Quote Link to comment Share on other sites More sharing options...
Romanichel_2.0 Posted December 22, 2014 Share Posted December 22, 2014 Hi, I am the dev currently working on Max2Babylon (and responsible for the last update that should "support" bone-based animations). I made quite an heavy refactoring with this update in order to use 3DSMax export apis instead of the scene manipulation APIs that should help us to better handle axis system translations and other things like bones exports.However the amount of code changes that I made may have introduce some bugs and it would really help if you could send .max files failing to export properly to me or Deltakosh. Additionaly, BabylonJS is open-source on github, so if you want to experiment with source code, feel free to fork and submit a pull request (main work on Max2Babylon actually occurs on a fork today : https://github.com/simonferquel/Babylon.js so, please prefer to fork this one, as it will go easier to merge everything back to the main repository). Quote Link to comment Share on other sites More sharing options...
Temechon Posted December 22, 2014 Share Posted December 22, 2014 Hey, I sent you my max file in PM. I work with 3DSMax 2015.Let me know if you need anything else Quote Link to comment Share on other sites More sharing options...
Dad72 Posted December 22, 2014 Share Posted December 22, 2014 Hello Romanichel I sent you also my max file in PM. I work with 3DSMax 2013. Quote Link to comment Share on other sites More sharing options...
Romanichel_2.0 Posted December 22, 2014 Share Posted December 22, 2014 The x/y/z anims seems fixed in my version (not yet published) of Max2Babylon.Thanks for the sample files ! In the meantime, you can check this version of the plugin : https://onedrive.live.com/redir?resid=B0FE2D7DAB197B3C!53901&authkey=!ACN4yniLFuvhaKU&ithint=folder%2czip Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 22, 2014 Author Share Posted December 22, 2014 the version 0.10.0 is out. You could check it guys:) Quote Link to comment Share on other sites More sharing options...
Dad72 Posted December 22, 2014 Share Posted December 22, 2014 For me it's perfect. this works perfectly as it should Quote Link to comment Share on other sites More sharing options...
Dad72 Posted December 22, 2014 Share Posted December 22, 2014 This has nothing to do with the bones, but with the debuglayer to export 3ds max when you click on Export & Run. debugLayer the button works, but then you can not close it, this does not work. document.getElementById('debugLayerButton').addEventListener('click', function () { if (newScene.debugLayer.isVisible()) { newScene.debugLayer.hide(); // Not work here } else { newScene.debugLayer.show(); }}); Quote Link to comment Share on other sites More sharing options...
Xeonzinc Posted December 22, 2014 Share Posted December 22, 2014 The latest version now exports for me now, but animations are still distorted I'll send a copy of the .max file on to Romanichel. Another request for the 'export and run' page - The camera seems to be fixed in space, i can rotate the view but not move around with arrow/wasd keys or zoom out. Could this be added? I always end up inside my mesh and can't move to get out! Quote Link to comment Share on other sites More sharing options...
Romanichel_2.0 Posted December 23, 2014 Share Posted December 23, 2014 The best way for having a better camera, is to put a camera in your scene, so you can get a correct perspective.The way I test the .max files is simply creating a camera from the current perspective view. The current default camera generation is not correctly done, and unfortunately, I have no time to spare on it for now. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted December 23, 2014 Share Posted December 23, 2014 Edite: Probleme solved.. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 27, 2014 Author Share Posted December 27, 2014 Romanichel_2.0 is wrong, the current default camera is working. But you have to create a free camera and not a target camera if you want to have an unlocked camera Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted December 27, 2014 Author Share Posted December 27, 2014 BTW I added a new property on camera to define camera's type (freeCamera, oculus, webvr, touch, etc..) Dad72 1 Quote Link to comment Share on other sites More sharing options...
LALANNE Loïc-Pierre Posted June 19, 2018 Share Posted June 19, 2018 Hi everyone! Sorry for my mistakes in english, I'm french.^^ I'm begining to work with BJS and i have the same problem as Xeonzinc during the skeleton export with a skinned mesh => "Exportation cancelled : object reference not set to an instance of an object.". I work with 3dsmax 2019, could it be the problem? I saw that the last version of the 3ds Max Exporter is for 3ds Max 2018. Can i send my .max to someone? Thank you in advance. Quote Link to comment Share on other sites More sharing options...
LALANNE Loïc-Pierre Posted June 19, 2018 Share Posted June 19, 2018 Ok i found the solution. I removed my skin modifier, collapsed the unwrap UVW modifier and reset xForm the mesh. Then I just added the skin modifier (and only it) and the export worked good. Thanks for all your works. I'm often here, reading a lot of problems and trying to solve my own ones. Good day/night/afternoon/morning. Sebavan and GameMonetize 2 Quote Link to comment Share on other sites More sharing options...
Guest Posted June 21, 2018 Share Posted June 21, 2018 Thank you for getting back to us!! and welcome by the way (I'm also french by the way :D) LALANNE Loïc-Pierre 1 Quote Link to comment Share on other sites More sharing options...
LALANNE Loïc-Pierre Posted July 2, 2018 Share Posted July 2, 2018 I found an other solution to solve this problem. In the Skin modifier, the biped Footsteps bone make fail the skeleton export. Be sure that you have no vertex influence with this bone and remove it in your Skin modifier. GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
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