MAX2Octane exporter for max 2010+

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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**MAX2Octane exporter for max 2010+**


Image
Image



Max2Octane 1.022h

------------------------
- Added quickrender macro
- Bind the "Max2Octane Quick Render" to e.g ctrl+F9
- This version should be placed in scripts/max2octane



Max2Octane 1.022g

------------------------
- Fix to substitute "," with "."
- For users getting errors like "Couldn't read argument value from string '-267,179' Argument: (--cam-pos-x)"


Max2Octane 1.022f

------------------------
- Translates camera roll to Octane
- Added a button "New" under project config
- Fixed my new bugs :|




When reporting bugs, try to explain the steps in detail + MAXversion and version of the script



INSTALL:
Extract in max root folder, restart max.
Find the script in customize, under category max2octane.
Attachments
max2octane_1.022h.rar
Same as 1.022g, just adds a "quick render" macro.

Put it in scripts/max2octane or evaluate it once in the maxscript editor
(6.86 KiB) Downloaded 2064 times
max2octane_1.022g.rar
MAX2octane 1.022g
-For max version 2010+
(7.68 KiB) Downloaded 1236 times
max2octane_1.022f.rar
MAX2octane 1.022f
-For max version 2010+
(7.56 KiB) Downloaded 1420 times
Last edited by kilaD on Sat Feb 26, 2011 6:15 pm, edited 5 times in total.
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kilaD
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Posts: 215
Joined: Sun Mar 21, 2010 12:34 pm
Location: Norway
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@ tomacmuni
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).
Check your objexp settings, should be like the picture above, i'm using map-export ON
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tomacmuni
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Joined: Mon Jun 14, 2010 5:40 am

I have already been setting my OBJ export settings (with maps) as in the instructions.
I've tried it both with the save map path and without - no difference.
It works fine if I export a frame only, especially if I use blessod's export3.ms since then I don't even have to do any hookup in octane, that's automatic.

Afterwards, if I 'render animation' with camera only it correctly displays the textured model from the .ocs that was saved. But in this case the model won't deform.

Or, if I 'render animation' including the model again, any settings that were good in the .ocs in Octane are obliterated and it renders with no texture. The model deforms fine though.

Additionally, this holds if I use a Standard material with a bitmap or blessod's Octane Glossy.ms and the material type this creates.

Just for the sake of argument I am going to try installing a different OS and try again, but if Octane works in Vista then max2octane should also. It seems other users don't get this problem at all. Which drives me even more nuts.

Supposing this isn't just a weird isolated case, I think what's needed is some kind of user recorded macro (like they have in photoshop) that we can control on frame 0 of a sequence, after octane loads but before it starts to render, that'll then subsequently be applied to all the following frames.
Then all that'd be needed is to export once from 3dsmax.
Gateway DX4820 - Intel Core 2 Quad processor Q9400 - Gigabyte GTC480 1.5Gb - 8 GB DDR3 Ram - Windows Vista Home Premium 64bit SP1 -Octane + 3DSMax2011 64bit
kilaD
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Posts: 215
Joined: Sun Mar 21, 2010 12:34 pm
Location: Norway
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tomacmuni wrote:I have already been setting my OBJ export settings (with maps) as in the instructions.
I've tried it both with the save map path and without - no difference.
It works fine if I export a frame only, especially if I use blessod's export3.ms since then I don't even have to do any hookup in octane, that's automatic.

Afterwards, if I 'render animation' with camera only it correctly displays the textured model from the .ocs that was saved. But in this case the model won't deform.

Or, if I 'render animation' including the model again, any settings that were good in the .ocs in Octane are obliterated and it renders with no texture. The model deforms fine though.

Additionally, this holds if I use a Standard material with a bitmap or blessod's Octane Glossy.ms and the material type this creates.

Just for the sake of argument I am going to try installing a different OS and try again, but if Octane works in Vista then max2octane should also. It seems other users don't get this problem at all. Which drives me even more nuts.

Supposing this isn't just a weird isolated case, I think what's needed is some kind of user recorded macro (like they have in photoshop) that we can control on frame 0 of a sequence, after octane loads but before it starts to render, that'll then subsequently be applied to all the following frames.
Then all that'd be needed is to export once from 3dsmax.

It's just a weird isolated case.. With all those error you've had the best thing is to install a different OS yes... I'm using xp64 and there is no errors what-so-ever
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cpember
Licensed Customer
Posts: 60
Joined: Mon Apr 26, 2010 2:59 pm

i've actually had something similar, tho not the anim part, just things in general getting garbled ;)

I posted in other forum but I'm guessing it was overlooked.. Basically, I cant export more than one object with bitmaps. For example:

make a plane
make a tpot
assign maps to each
export tpot ONLY
render
result is fine
export plane ONLY
render
fine
export BOTH, uv's all messed up (fresh scene, I can repro every time :/)
what it looks like is the uvs are getting assigned to the wrong object if there's more than one.

this is in 2011, win 7 and latest exporter

cheers

cp
win 7 x64 | 460 gtx | q6600 8gb ram
tomacmuni
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Posts: 15
Joined: Mon Jun 14, 2010 5:40 am

Maybe try assigning a unique UV ID to the different objects?
Gateway DX4820 - Intel Core 2 Quad processor Q9400 - Gigabyte GTC480 1.5Gb - 8 GB DDR3 Ram - Windows Vista Home Premium 64bit SP1 -Octane + 3DSMax2011 64bit
tomacmuni
Licensed Customer
Posts: 15
Joined: Mon Jun 14, 2010 5:40 am

I switched over to Windows7 32bit and tried max2octane there with moving mesh and texture and it worked first pop.
Still dunno, what's up with my vista 64bit, wa wa.

What is the difference between having a 'floatimage' vs an 'image' node for the obj diffuse?

Tom
Gateway DX4820 - Intel Core 2 Quad processor Q9400 - Gigabyte GTC480 1.5Gb - 8 GB DDR3 Ram - Windows Vista Home Premium 64bit SP1 -Octane + 3DSMax2011 64bit
kilaD
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Location: Norway
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i think floatimage converts rgb to grayscale
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Elvissuperstar007
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add the units, please in the version 3d max
Attachments
Снимок.JPG
win 7 /64x C2Quad 6600 2.4/ Nvidia 9800 GX2 1gb 512 bit + Asus 480 GTX/ DDR2 8Gb / NVIDIA 460 GTX 2GB/2x NVIDIA 580 GTX 3GB
Page octane render " В Контакте " http://vkontakte.ru/club17913093
kilaD
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Joined: Sun Mar 21, 2010 12:34 pm
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Elvis is back!

Why add this, the scale is converted to meters automatically. Do you have a reason for this request?
Hello
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