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Re: Beta 2.2 RC1: 3Ds Max plugin testing thread

Posted: Fri May 14, 2010 7:14 pm
by Proupin
Just tried 1.022c, it still doesn't awake the beast :D in max2009x86, cheers!

Re: Beta 2.2 RC1: 3Ds Max plugin testing thread

Posted: Fri May 14, 2010 7:29 pm
by [gk]
archive your scene and attach it to a new post, ill look at it. include your project directory please

-mads

Re: Beta 2.2 RC1: 3Ds Max plugin testing thread

Posted: Fri May 14, 2010 7:54 pm
by Proupin
there you go

Re: Beta 2.2 RC1: 3Ds Max plugin testing thread

Posted: Fri May 14, 2010 8:54 pm
by [gk]
ok its related to max2009, trying to find a solution.

Re: Beta 2.2 RC1: 3Ds Max plugin testing thread

Posted: Fri May 14, 2010 10:42 pm
by kilaD
Script for MAX versions 2008/2009 available for download in the second post in the thread!

Re: Beta 2.2 RC1: 3Ds Max plugin testing thread

Posted: Sat May 15, 2010 3:21 am
by kubo
KilaD, the exporter works fine now in max 2011, but the thing is that for the y-flip to work correctly I have to control-click the render button, which works, but if I want to automate the process, like in animation, I have to be in front of the computer to check the exporter options.
I do know that I changed the defaults for the lightwave presets to fit octane needs, it might have something to do with it and the script no checking defaults or some thing the like.

By the way, the sun option works well with the daylight as long as you add a "sun" light inside max.

About the filepaths with spaces, couldn't it be done adding the complete file path delimited with "", I don't know crap about scripintg, but it does work in the batch file I use to send several renders to octane. I do have plenty of spaces in my drives, starting with "program files".

Good work mate, and thanks again

Re: Beta 2.2 RC1: 3Ds Max plugin testing thread

Posted: Sat May 15, 2010 4:24 am
by kilaD
Hey Kubo,

Do you use a preset in the objexp dialog? If so maybe set it to no preset.
You can check the objexp setting by evaluating this in the maxscript listener:

shelllaunch(objExp.getIniName())""
(keypad enter to evaluate the line)

Heres an image of what my settings are, 2011 as well so it should work! :)

Actually since version 1.022c, if there is no lights in the scene and you check the
sunlight, the script will ask if you want to create a sun. An OctaneSun to be presice :)

About the filepath, yes i see what you mean, it works like that in the project name textbox
(it will substitute any spaces with a "_"), but in this case we are browsing for a folder, and we are in
some way out of the scripts scope. But would filtering the whole path after picking it work? Would dos
understand and read "_" as spaces? If so i could give it a try, let me know what you think.

k

Re: Beta 2.2 RC1: 3Ds Max plugin testing thread

Posted: Sat May 15, 2010 10:23 am
by kubo
You were right! superb!, it was the damm default preset... go figure...so now I can finally play with animation... oh well... no sleep for me... it's so tought to have so much fun with octane... hehehe
About the DOS, I don't think DOS understands "_" as spaces, I guess there is two ways, one will be to add "" just before sending the command the other would be using the shorcut that DOS used for long names, which was something the like: "c:\program~1! instead of "c:\program files\" it could work in almost all cases, but if you had two folders with close enough names it would be luck you got it right, unless you scanned prior the tree, which I see as too much work.
Which I don't get is why it gets the executable path just fine, when it always has an space in the name (program files and such) and it doesn't get the ocs path correctly. Any chance of making a variable value prior of sending the cmd and there setting the path with the ""?
Dunno, like I said I haven't tried maxscripting (it's in my to do list, right after planting a tree and world domination :lol: ).
cheers

Re: Beta 2.2 RC1: 3Ds Max plugin testing thread

Posted: Sat May 15, 2010 10:48 am
by kilaD
Good to hear that it worked!

Will look more into the project path thing later.


k

Re: Beta 2.2 RC1: 3Ds Max plugin testing thread

Posted: Sun May 16, 2010 2:39 pm
by Proupin
Hi, I have tried the latest script under 2009x86, it's working (e.g. the render button actually opens octane) but had not time to test it thoroughly... good job!

now though, I guess we'll have to wait for a new Octane build, because current is not that useable... it takes ages to close, uneven lighting... ahrm...