Beta 2.2 RC1: 3Ds Max plugin testing thread

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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kilaD
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So the change has to be made in the way Octane handles the "edit" command? yes I have tried the single slash on every instance it looks it behaves the same :P

Now the "Octane freeze through the script when material nodes are connected", I am suspecting is also some sort of bug on Octane's side, what do you think? (EDIT: again, I have tried manually typing the same command and it's still a freeze)

thanks man, without your feedback I think I would've gone mad!
Hehe :)

About the "Octane freeze through the script when material nodes are connected", i haven't tried this yet, will check it out now.

btw, to check the string sent to octane:

- Copy the stringstream from the max listener i.e: ""N:\OCTANE\OctaneRender_COM_1022_beta22_RC3_win_x64\octane.exe" -e -n X:\GFX\Project\boxes\\test2.ocs -m test2.obj................"
- Then set the variable str="\"N:\OCTANE\OctaneRender_COM_1022_beta22_RC3_win_x64\octane.exe\" -e -n X:\GFX\Project\boxes\\test2.ocs -m test2.obj................"
(remember to put a \ before each quote around the path to octane)
- Then evaluate: HiddenDOSCommand (str as string) donotwait:true
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kilaD
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New threads for each version of the script:

Max 2010+:
http://www.refractivesoftware.com/forum ... =27&t=2359

Max 2008-2009:
http://www.refractivesoftware.com/forum ... =27&t=2360



Please use these for further questions etc...


k
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tomacmuni
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Can I see a video capture of the animation export which uses deforming animation and textures?
I watched the video at the thread start, but it is video with camera animation only actually.
I have tried many variations and fiddling around to try and get it to work, and no joy.
I doubt it's a vista problem (except maybe the assertion crash, but that seems to not happen now ... so much).
I'm just not getting the texture working when I export animation from 3dsmax with the .ocs previously saved.
I want to see it, so I can check if I am doing it ok (I think I am, but hey).
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kilaD
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tomacmuni wrote:Can I see a video capture of the animation export which uses deforming animation and textures?
I watched the video at the thread start, but it is video with camera animation only actually.
I have tried many variations and fiddling around to try and get it to work, and no joy.
I doubt it's a vista problem (except maybe the assertion crash, but that seems to not happen now ... so much).
I'm just not getting the texture working when I export animation from 3dsmax with the .ocs previously saved.
I want to see it, so I can check if I am doing it ok (I think I am, but hey).

http://www.refractivesoftware.com/forum ... 920#p22920
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Florinmocanu
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I have one question KilaD. Why do the OBJ export setting for scale is pre-defined at 0.025?. I model everything in centimeters, real scale. So when i export the scale is so low that even a value of 1 for aperture is almost total blur. I have hard time having a good focal depth.

Why is the scale preset at that value? It doesn't make sense to export at scale 0.025 when the best way would be to export at scale 1 and inform people they have to model things in scale.
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kilaD
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Florinmocanu wrote:I have one question KilaD. Why do the OBJ export setting for scale is pre-defined at 0.025?. I model everything in centimeters, real scale. So when i export the scale is so low that even a value of 1 for aperture is almost total blur. I have hard time having a good focal depth.

Why is the scale preset at that value? It doesn't make sense to export at scale 0.025 when the best way would be to export at scale 1 and inform people they have to model things in scale.
Please use the new threads for further questions.

It is not preset on that value, it depends on what your system scale is. Try changing your system scale to meters and see what happens.
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Florinmocanu
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my display unit scale is in metric system, meters. But, the system unit setup has to match it right? Because system unit is still left in inches.
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kilaD
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That's why it's 0.025. Set it to meters, and it will be set to 1 in the objexp.
But anyway this is done automatically so octane gets the geometry in meters
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Florinmocanu
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i see. Thanks for the info. You should put this piece of info in the main download thread, so that any new-comer can read what settings he should use with max.
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kilaD
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Florinmocanu wrote:i see. Thanks for the info. You should put this piece of info in the main download thread, so that any new-comer can read what settings he should use with max.
He can use whatever, that's the point! It's all automatico fantastico! :)
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