Monday, 3rd April, 2006

Experiment: modding the 3ds max exporter (part II)

Filed under: Virtools, Virtools SDK — dominique @ 06:05

Well, a little update about my attempt to make it more like we need it. I extended the maxscripted part so a gfx artist can now easily assign Attributes values - predefined one or custom ones. This, in combination with the new Stencil Shadow Caster script, allows a gfx artist to have instant previews of stencil shadows. It's nice :D

Now, regarding the modding of the exporter with the fewest lines possible to make it export multiple animations from one single 3ds max file: after several e-mails exchanged with support, we came back to my first idea I had when contacting support: not possible without the sources of the Ge2Virtools lib. Not possible means: not possible with only few places where to change the code. You can do that, but it takes much more time and effort. This also means, each time there is a new 3ds max exporter (like the one they just released with a few bug fixes), you need to be very careful and look what has been changed etc. :|

I am still very interested in having such a workflow, especially if I think of all the characters what are in the pipeline. Hmmm …

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