GameMonetize Posted June 9, 2014 Share Posted June 9, 2014 Hey team! Beta is in progress nowhttps://github.com/BabylonJS/Babylon.js/tree/master/Exporters/3ds%20Max Bones animations are in!!!! If you want to alpha test the exporter, just copy/paste all the attached files to [3dsmax installation folder/bin/assemblies] I STILL need your feedbacks on things that are not working correctly. To do so please respond to this post with a .zip file containing your .max scene alongside assets and a short description of the problem Thanks team!!Max2Babylon.zip gwenael, Wingnut, Dad72 and 1 other 4 Quote Link to comment Share on other sites More sharing options...
Temechon Posted June 9, 2014 Share Posted June 9, 2014 Yeah ! Nice work Delta I'm going to test that tomorrow ! Thanks for your hard work ! Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 9, 2014 Share Posted June 9, 2014 Awesome, I will test tomorrow I think. So it takes into account objects static at the moment. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 9, 2014 Author Share Posted June 9, 2014 yes no animation for now Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 9, 2014 Share Posted June 9, 2014 Arf, my version is the 2012 3ds max, but I believe that I have the 2013 lying somewhere. Quote Link to comment Share on other sites More sharing options...
reddozen Posted June 9, 2014 Share Posted June 9, 2014 I'll poke around with it once there's some animation support. That's kinda where I'm at with my stuff now. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 9, 2014 Author Share Posted June 9, 2014 Animations are my next task Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 10, 2014 Share Posted June 10, 2014 I did a first test base with a cube without textures and it did export. It works very well here. I would continue my tests tomorrow with textures. The multi-materials is supported? Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 10, 2014 Author Share Posted June 10, 2014 Not yet but this will be available soon Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 10, 2014 Author Share Posted June 10, 2014 Post updated. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 10, 2014 Share Posted June 10, 2014 By opening 3ds max, I got this error in Max2Babylon:System.NullReferenceException: La référence d'objet n'est pas définie à une instance d'un objet. à Max2Babylon.GlobalUtility.get_Start() à Autodesk.Max.Wrappers.ManagedWrapperGUP.Start(ManagedWrapperGUP* ) The export is no longer available. Config: 3DS Max 2013 FR 64bits / Windows 7 64bits Quote Link to comment Share on other sites More sharing options...
Temechon Posted June 10, 2014 Share Posted June 10, 2014 Hello Dk, It seems impossible to export a simple object with a texture...Here is my .max and the export log (in input.zip) and the result babylon scene (output.zip). No cameras nor lights here. The problem is : when I try to export a an object with a texture, the result object is all black, and the result texture is resized 640*480 (and all black too). Config : Autodesk 3DSMax 2013 / Windows 7 64bitsinput.zipoutput.zip Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 10, 2014 Author Share Posted June 10, 2014 @Dad72: FR is not supported yet. I'm working on it Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 10, 2014 Share Posted June 10, 2014 Yet the first update was run. It is the second or I got this error. Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 10, 2014 Share Posted June 10, 2014 With the English version, when I export with a multi-material. This is a tree. I can also provide you if you want. I have a crash with a bug report I hope it will be able to help. Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 10, 2014 Author Share Posted June 10, 2014 Updated Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 10, 2014 Author Share Posted June 10, 2014 @dad72, yes please give me the .max files with assets Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 10, 2014 Share Posted June 10, 2014 I just re try it with the new version. It works for version of FR. However when I export the image path does not match that of the materials editor. Or I always crash. I joint model for you Attached Files Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 10, 2014 Author Share Posted June 10, 2014 updated Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 10, 2014 Share Posted June 10, 2014 Yes, this has well converted in 3ds Max but once import in babylon with BABYLON.SceneLoader.ImportMesh, the model is not displayed. If I put in wireframe mode, it is all distorted. I also try the sandbox, it displays the correct number of vertices, but no model view, as if it had no textures. Here is the .babylon file : Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 10, 2014 Author Share Posted June 10, 2014 could you put it in your server ? I have no way to test it right now Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 10, 2014 Share Posted June 10, 2014 ok. I put the mesh to load, but it sees only the sky.I put you the model into the console.log for you see that it is present. index Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 10, 2014 Author Share Posted June 10, 2014 Ok the exporter is working But your tree is huge and I had to use the following code to see it:var rotateCamera = new BABYLON.ArcRotateCamera("ArcRotateCamera", -Math.PI / 2, Math.PI / 2.7, 200, new BABYLON.Vector3(0, 2, 0), scene);And :BABYLON.SceneLoader.ImportMesh("", "./", "Chene.babylon", scene, function (newMeshes, particleSystems, skeletons) { var mesh = newMeshes[0]; mesh.showBoundingBox = true; mesh.scaling = new BABYLON.Vector3(0.05, 0.05, 0.05); console.log(mesh); });But I discovered that you are using opacitytexture for alpha testing so I will update my exporter a bit:) thanks again dad72! Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted June 10, 2014 Author Share Posted June 10, 2014 BTW can you share the max file again? Quote Link to comment Share on other sites More sharing options...
Dad72 Posted June 10, 2014 Share Posted June 10, 2014 Yes, I have to revise the scale of the trees. yes using opacitytexture. thanks for the update future Here is the file again. Max with textures Quote Link to comment Share on other sites More sharing options...
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