3DS Max Exporters for BMS
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Just sating hi to avoid user pruning
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Added my current plugin data files to the Exporter folder shown in the first post.
Regards
Dave -
I am trying to install to 3ds Max 2012 64 bits in Windows 10 and don’t seem to be able to make it work.
THe default install gets my files in a folder outside of 3dMax, and if I place them by hand or change the route to signal 3ds Max I get errors while starting max and it never shows up in the plugin manager…
Anyone has any clue about this? Is it an issue to use WIndows10? I have it installed in another pc with 7 and it was pretty easy.
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3DS MAx plugins are version specific. The 2013 plugins wont work in Max 2012.
Regards
Dave -
Yes, thanks for the answer.
Sorry if I wasnt clear. I tried to install lod exporter plugin for 3ds max 2012 64 bits in 3ds max 2012 64 bits. Or at least i thought so.
I will recheck that my versions were correct.
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I am sorry to insist. But seems that the 64 bits installer of the plugin for 3ds max 2012 is wrong.
First, it looks in (x86)program files… and in a Benchmark Sims folder…
Second, if I direct it to the real 3ds install folder it never loads the plugins and returns an error “GetString… not found” or something like it.
If I instead install in whatever other folder and drag the files within the plugin folder inside and the .dll in the main folder I get the same errors.
Anyway, I uninstalled 2012 and installed 3ds 2013 64bits and the exporter for this works great.
Just wanted to inform you. -
Just a Heads UP guys from Kouritis.
The script for the hit box data in the first post is not accurate.
The correct script according to WaveyDave’s video on youtube is this:
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; )
With this script the resulting numbers units are the same as the units you have set in 3DS MAX.
So first set the units to feet and then execute the script.
Another tip is on the way to execute the script:
Select the lines in the listener with your mouse or keyb (shift + arrows) and hit Enter or shift enter. The difference and trouble is if you have num pad keyboard or not. In a strange way it works with the one enter and not with the other according to 3ds max help.The script in the first post returns the results in Inches in the tests I and Kouritis performed.
So please WayveDave have a look at this and in case Kouritis is right please change your first post so that other guys will benefit.
Thanx in advance.
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Updated the first post with the latest script I use.
Regards
Dave -
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!