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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Florinmocanu
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Joined: Wed Jun 02, 2010 11:49 am

Hi there. I have a small issue with the plugin. It cannot export the proper camera if i rotate the camera in 3dsmax. I use a free camera with some degree of rotation but it get's to be exported as if i didn't rotate it.

here's a viewport grab of 3dsmax and the render i did after i exported the scene with this script to octane. No more rotation.
Attachments
viewport max.JPG
test1_daylight.png
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kilaD
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Joined: Sun Mar 21, 2010 12:34 pm
Location: Norway
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cpember wrote:you may want to check the output paths, I'm not getting the .ocs file written anywhere now (the mtl's and objs are there) but when octane pops up it doesnt load anything cause there's no .ocs :)


closer tho ;)


cheers

cp

edit: yeah it's choking when writing the .ocs (I'm guessing around line 540-ish)

I'd try to figure it out but I suck at scripting unless it's my own hacked stuff

cheers

Sorry, i was in a hurry... fix coming up
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kilaD
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Joined: Sun Mar 21, 2010 12:34 pm
Location: Norway
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Florinmocanu wrote:Hi there. I have a small issue with the plugin. It cannot export the proper camera if i rotate the camera in 3dsmax. I use a free camera with some degree of rotation but it get's to be exported as if i didn't rotate it.

here's a viewport grab of 3dsmax and the render i did after i exported the scene with this script to octane. No more rotation.
Hi, you can use the camera up property in octane, i will try to add this today.
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kilaD
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Joined: Sun Mar 21, 2010 12:34 pm
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Updated script (1.022f)for max2010+ available for download in the second post in the thread


Max2Octane 1.022f max2010+ version

-----------------------------------------------------------
- Added check for save
- Hopefully focal depth is fixed
- Translates camera roll to Octane
- Added a button "New" under project config
- Fixed my new bugs
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Proupin
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Location: Barcelona
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Hi KilaD, great job so far... will you make the 2009 version available anytime soon? thanks!
Win 7 64bits / Intel i5 750 @ 2.67Ghz / Geforce GTX 470 / 8GB Ram / 3DS Max 2012 64bits
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kilaD
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:) Yes it will be ready shortly..
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kilaD
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Posts: 215
Joined: Sun Mar 21, 2010 12:34 pm
Location: Norway
Contact:

Updated scripts 1.022c (for max2008-2009) and 1.022f (for max2010+) available for download in the second post in the thread
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cpember
Licensed Customer
Posts: 60
Joined: Mon Apr 26, 2010 2:59 pm

\o/

nuff said ;)

yeah works great now, nice work

cheers

cp
win 7 x64 | 460 gtx | q6600 8gb ram
sublime
Licensed Customer
Posts: 93
Joined: Thu Mar 18, 2010 9:31 am

First thing first guys, this script is a life saver, live cant be more simpler than this,...

Ok, i read somewhere in this thread, that we can actualy export the camera only and therefore useful for animation. My understanding about this script is to save several steps in export/import workflow for both the geometries and material, but finalising everything still need to be done using octane which therefore it will be wasting times if we have to redo the scene again for the next camera angle. My questions will be:

- How do we export the camera only (afaik, we can only export all stuff in the scene as one single object, perhaps rules are different with camera?
- How do we then import that camera into the existing scene, and what happen to the existing camera?

thanks
my humble spec: Quad Cores Q6600 @ 2.4 Ghz, 2GB, GeForce GTX 460 (x2), winXP 32 bit, 3DS MAx 2009
kilaD
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Posts: 215
Joined: Sun Mar 21, 2010 12:34 pm
Location: Norway
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sublime wrote:First thing first guys, this script is a life saver, live cant be more simpler than this,...

Ok, i read somewhere in this thread, that we can actualy export the camera only and therefore useful for animation. My understanding about this script is to save several steps in export/import workflow for both the geometries and material, but finalising everything still need to be done using octane which therefore it will be wasting times if we have to redo the scene again for the next camera angle. My questions will be:

- How do we export the camera only (afaik, we can only export all stuff in the scene as one single object, perhaps rules are different with camera?
- How do we then import that camera into the existing scene, and what happen to the existing camera?

thanks
First setup your scene and export to octane, save, then back in max press "Use existing project". Find the saved .ocs
Setup animation length etc, check "Camera only" checkbox and press "Render animation".
This will skip the objexport for every frame, so it's only useful for flythrough anims..


k
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