3DS Max Exporters for BMS
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Wavey just tested the new script you provided and I get this:
x = matrix3 [0, -1, 0] [-1, 0, 0] [0, 0, -1] [0, 0, 0]; bb = nodeGetBoundingBox for a in $ where a.name == "BoundingBox" do (bb = nodeGetBoundingBox a x) r = for a in $ where a.name == "Radius" collect a format "Dimensions = % % % % % % %\n" (units.formatValue r[1].radius) (units.formatValue bb[1].x) (units.formatValue bb[2].x) (units.formatValue bb[1].y) (units.formatValue bb[2].y) (units.formatValue bb[1].z) (units.formatValue bb[2].z); for a in $ where (classof a == F4_Slot) do ( y = a.transform * x; format "AddSlot = % % %\n" (units.formatValue y.translation.x) (units.formatValue y.translation.y) (units.formatValue y.translation.z); ) nDOF = 0 nSwitch = 0 for a in $ where classof a == F4_DOFhelper do ( if a.DOF > nDOF then (nDOF = a.DOF)) for a in $ where classof a == F4_Switchhelper do ( if a.Switch > nSwitch then (nSwitch = a.Switch)) format "Dofs\t= %\nSwitches\t= %\n" nDOF nSwitch (matrix3 [0,-1,0] [-1,0,0] [0,0,-1] [0,0,0]) nodeGetBoundingBox() -- No "map" function for undefined -- No "map" function for undefined -- Error occurred in anonymous codeblock -- Frame: -- No ""get"" function for nodeGetBoundingBox() -- No "map" function for undefined 0 0 -- No "map" function for undefined -- No "map" function for undefined Dofs = 0 Switches = 0 OK
which doesn’t provide any numbers. Also I have a DOF in the model which works in Falcon ok.
with this code from your video:
x = matrix3 [0, -1, 0] [-1, 0, 0] [0, 0, -1] [0, 0, 0]; bb =nodeGetBoundingBox $BoundingBox x; format "Dimensions = % % % % % % %\n" (units.formatValue $Radius.radius) (units.FormatValue bb[1].x) (units.FormatValue bb[2].x) (units.FormatValue bb[1].y) (units.FormatValue bb[2].y) (units.FormatValue bb[1].z) (units.FormatValue bb[2].z); for a in $* where (classof a == F4_Slot) do ( y = a.transform * x; format "AddSlot = % % %\n" y.translation.x y.translation.y y.translation.z; )
I get this:
(matrix3 [0,-1,0] [-1,0,0] [0,0,-1] [0,0,0]) #([-4.9879,-5.69982,-10.0037], [4.90485,5.53041,0.0889444]) Dimensions = 23,207' -16,365' 16,092' -18,7' 18,144' -32,82' 0,292' OK OK
which seems ok.
Am I doing something wrong here?
Also I tested the DOF’s script alone and I get as result the number 27548
macroScript FindHungDOF category:"Falcon4" ( for i in $* do ( if classof i == F4_DOFhelper and i.isHidden == false then ( bSelect = true; for k in i.children do ( if k.isHidden == false then bSelect = false; ) if bSelect == true then selectMore i; ) ) ) 27548
what does this mean?
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Did you have any objects selected?
Regards
Dave -
all the above was done only in the listener.
copy paste fro forum to listener, select lines and press shift enter.
No object selected…
Ok If I have all selected I get results… thanx
x = matrix3 [0, -1, 0] [-1, 0, 0] [0, 0, -1] [0, 0, 0]; bb = nodeGetBoundingBox for a in $ where a.name == "BoundingBox" do (bb = nodeGetBoundingBox a x) r = for a in $ where a.name == "Radius" collect a format "Dimensions = % % % % % % %\n" (units.formatValue r[1].radius) (units.formatValue bb[1].x) (units.formatValue bb[2].x) (units.formatValue bb[1].y) (units.formatValue bb[2].y) (units.formatValue bb[1].z) (units.formatValue bb[2].z); for a in $ where (classof a == F4_Slot) do ( y = a.transform * x; format "AddSlot = % % %\n" (units.formatValue y.translation.x) (units.formatValue y.translation.y) (units.formatValue y.translation.z); ) nDOF = 0 nSwitch = 0 for a in $ where classof a == F4_DOFhelper do ( if a.DOF > nDOF then (nDOF = a.DOF)) for a in $ where classof a == F4_Switchhelper do ( if a.Switch > nSwitch then (nSwitch = a.Switch)) format "Dofs\t= %\nSwitches\t= %\n" nDOF nSwitch (matrix3 [0,-1,0] [-1,0,0] [0,0,-1] [0,0,0]) nodeGetBoundingBox() OK #($Sphere:Radius @ [-0.439633,-0.244686,5.230844]) Dimensions = 6,924m -4,917m 4,745m -5,69m 5,704m -10,14m 0,0m OK OK 0 0 OK OK Dofs = 5 Switches = 0 OK (matrix3 [0,-1,0] [-1,0,0] [0,0,-1] [0,0,0]) nodeGetBoundingBox()
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I report a kinda bug for better understanding of this tool.
I’m using 3ds Max 2013 64bit and the LOD exporter suited for the version.
The following is the way to reproduce the issue.- Create a primitive.
- Convert it as Editable Poly.
- Use F4 Switch and/or F4 DOF as modifier.
- Use UVW Unwrap modifier.
- Make a clone of the object as “Copy”.
- Turn on the check box of “Normally on” in copied object’s F4 Switch modifier rollout.
- Export objects as LOD by using exporter. (Auto-subtree enabled)
- One or both object’s Switch functions are broken, and object is invisible.
The only way to avoid this issue is simple, don’t use clone function if F4 Switch and/or F4 DOF are exist in object’s modifier list.
If you want to copy a object, you need to remove Switch/DOF from the list at first, then make a clone of it. -
Your issue is at step 6.
you must do that to step3. I believe cause when you copy you copy and the links (of dof and switch) probably and probably fubars the behavior?Or do what you have to do and have the switch and fdof last just before export.
Not 100% sure but with recent experience on the subject.
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Your issue is at step 6.
you must do that to step3. I believe cause when you copy you copy and the links (of dof and switch) probably and probably fubars the behavior?Or do what you have to do and have the switch and fdof last just before export.
Not 100% sure but with recent experience on the subject.
Sorry, but I can’t fully understand your post due to my english language skill.
I did’t use any F4 Switch/DOF helper, thus I added it as modifier.
I used “Normally On” function after copying the original object, because I wanted to use the copied object as lit poly in 3D world. (Switch 175) -
fubar sorry can’t write it search it in Google, in general means messes really badly your working sequence.
This switch seem to be for cockpit instruments.
So you have one 3d object with a switch 175 as not lighted and another 3d object with another switch 175 with setting always on, probably to light up the instrument you want.
So when you flip the switch to light the object.
If you have the object with the switch connected and copy paste maybe the link remains to the first object thus not working. That’s what I’m saying.I had such mess in my models and what I found was use the helper after I copied the model. OR if I do I unlink the second one (pasted object) and re link to be sure.
Not sure if this is the case and with cockpit instruments, trying to help.
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fubar sorry can’t write it search it in Google, in general means messes really badly your working sequence.
This switch seem to be for cockpit instruments.
So you have one 3d object with a switch 175 as not lighted and another 3d object with another switch 175 with setting always on, probably to light up the instrument you want.
So when you flip the switch to light the object.
If you have the object with the switch connected and copy paste maybe the link remains to the first object thus not working. That’s what I’m saying.I had such mess in my models and what I found was use the helper after I copied the model. OR if I do I unlink the second one (pasted object) and re link to be sure.
Not sure if this is the case and with cockpit instruments, trying to help.
Thanks for the help, Arty.
I was bit confused, because I actually used “Always On” function for not lit poly. Thus I know how it works. -
Glad to be of service…
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Dave,
1st of all thanks for the exporter it works like a dream. therfore as newbie in all 3d modeling thing i wanna ask some questions. I have a model in 3ds and i want to export it in .lod format, the thing is do i have to rig it with dofs and switches from 3ds max before exporting it or i can do it with Lod editor as well? i can understand that doing it in lod editor needs more time and its more complicated for some peopl but i cannot find an easier way to do it in 3ds Max. i have a hard tim finding exactly what to do to 3ds. Ok as i allready told you im new. any reference to videos or written tutorials will be awesome help also!
Thanks -
In bms youtube channel there are basic handling falcon related videos like dofs switches.
Search for the pinkyandbrains thread and just read it has many video.
Also in youtube you will find zillion guides. Look a few if they have a playlist like continues lessons will help you get the beginners full idea.
Everything you can ask in pinkyandbrains and we all that know will try and help. Me the lowest as I’m newb yet.Sent from TapaTalk
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In bms youtube channel there are basic handling falcon related videos like dofs switches.
Search for the pinkyandbrains thread and just read it has many video.
Also in youtube you will find zillion guides. Look a few if they have a playlist like continues lessons will help you get the beginners full idea.
Everything you can ask in pinkyandbrains and we all that know will try and help. Me the lowest as I’m newb yet.Sent from TapaTalk
Thanks Arty…
Stilll alot of questions the basics where ok i understood them but still i will need some tiny help. For example how to rig the Flaps and the Slats? Ok i will read carefully the manual of the exporter as well cause i have to learn how the menu and the whole thing works. But a little more help will be awesome! Thanks! -
for switches and dofs look at bms youtube channel.
Has the basic functionality.In the past I have posted some usefull links (probably in Pinkyandbrains thread https://www.benchmarksims.org/forum/showthread.php?7712-PinkyandBrains-Beginners-guide , or inside development section in e-HAF forum) I’ll see what I can recall and inform u.
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Wow, it works with v2014!
And from “…\AppData\Local\Autodesk\3dsMax\2013 - 64bit\enu\en-US\plugcfg”
to “…\AppData\Local\Autodesk\3dsMax\2014 - 64bit\DEU\de-DE\plugcfg”
.Thank you very much!
Best regards
Earlybite -
Most probably will work and with 2017 the same way.
The thing is if there are internal changes that affect the plugin.
Like measurements conversion and etc. So if incompatibilities exist there will be problems that you might not be able to spot easily.Worth a try though…
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That’s not the issue. It has to do with the Binary Compatibility of the plugins and the version of 3DS Max.
Here is a table showing what is compatible.
Regards
Dave -
So If I build it from my Vstudio 2015 it will be compatible with 3ds max 2017…
hmmmm where is the binary? :lol: -
Probably wouldn’t build straight away at least they haven’t in the past.
You have the binary
Regards
Dave -
hmmm probably you are right…
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Dave…
Latelly the exporter crashes a lot and i cant export the model im making. I use 3ds Max 2013 x64 and the exporter of course for this version. On Exporting the model as soon i hit the ok button the aplication crashes. u have any idea what may cause the crash?