(Allanon) Max2011SDK-which files plugins need?
(Allanon) Max2011SDK-which files plugins need?
I need the nfo & key exporter plugin updated to 3ds Max 2011-
(the Biped has valuable xtras bipeds that you can add to all the joints that normally would need vertex weights
-like the shoulders elbows,knees,hanging accessories,tails wings etc).
Not to mention that if you trade models between mnew and old max versions you spend much time fixing uvw's,
if you make models with the newer max andbetter uvw unwrap tools,when export to older versions,the only format that does nt mess the uvw is 3ds,but needs vertex weld,both to the mesh,and the uvw unwrap-extra work that can be avoided with a new plugin.
The Sdk has some folders but i dont even know what these files are.
If you can please tel me which of the files you need to recompile the plugins,take a look at the Sdk folders pic i attached.
I use the 32bit 3ds max version.
Possible useful folders-i m not sure
Autodesk 3ds Max 2011 SDK\maxsdk\assemblies folder has these inside:
AssemblyLoader.dll
CSharpUtilities.dll
ExplorerFramework.dll
ManagedServices.dll
MaxCustomControls.dll
MaxMaterialBindings.dll
SceneExplorer.dll
WeatherData.dll
Folder "include" has to its root dir a file called 3dsmaxport - among others
and some stuff in these sub folders:
AssetManagement
ATS
containers
CS (biped and physique related)
IGame
ManagedServices
maxscript (has sub folders)
maxscrpt (has sub folder)
mentalray
network
ParticleFlow
XRef
Folder lib also has a file called "biped" (lib)
PM me so i can send you the needed files.
(the Biped has valuable xtras bipeds that you can add to all the joints that normally would need vertex weights
-like the shoulders elbows,knees,hanging accessories,tails wings etc).
Not to mention that if you trade models between mnew and old max versions you spend much time fixing uvw's,
if you make models with the newer max andbetter uvw unwrap tools,when export to older versions,the only format that does nt mess the uvw is 3ds,but needs vertex weld,both to the mesh,and the uvw unwrap-extra work that can be avoided with a new plugin.
The Sdk has some folders but i dont even know what these files are.
If you can please tel me which of the files you need to recompile the plugins,take a look at the Sdk folders pic i attached.
I use the 32bit 3ds max version.
Possible useful folders-i m not sure
Autodesk 3ds Max 2011 SDK\maxsdk\assemblies folder has these inside:
AssemblyLoader.dll
CSharpUtilities.dll
ExplorerFramework.dll
ManagedServices.dll
MaxCustomControls.dll
MaxMaterialBindings.dll
SceneExplorer.dll
WeatherData.dll
Folder "include" has to its root dir a file called 3dsmaxport - among others
and some stuff in these sub folders:
AssetManagement
ATS
containers
CS (biped and physique related)
IGame
ManagedServices
maxscript (has sub folders)
maxscrpt (has sub folder)
mentalray
network
ParticleFlow
XRef
Folder lib also has a file called "biped" (lib)
PM me so i can send you the needed files.
- Attachments
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- Max2011SDK-Folders.jpg (12.79 KiB) Viewed 3033 times
Re: (Allanon) Max2011SDK-which files plugins need?
First off, it's against the law and/or 3ds Max license for you to give me the SDK files without me owning it. You will need to download the Genesis3d 1.6 or 1.1 source code and compile the NFO and KEY exporter code using the 3ds Max 2011 SDK. The original exporters used 3ds Max 3 so you will need to modify the code to use the new SDK. Just copy the SDK to the exporter's source code folder named MAX3SDK and go from there. When I compiled the 2008 version it required renaming some functions and filenames but not a lot of re-coding because most of the functions in the new SDK had basically the same functionality as the 3ds Max 3 version. I don't know how much they changed the 2011 SDK, if they rewritten it then you will be out of luck.
You might try importing your models using Equity instead.
You might try importing your models using Equity instead.
Re: (Allanon) Max2011SDK-which files plugins need?
Sorry,i thought that most max users upgrade every year and use the design version,and it would nt matter if you have nt the sdk .I hope my brother who knows coding and uses max design, helps me with these coding stuff.
About equity,what format the animations must be exported to-fbx?
How do you get the character without the animations in?Most topics are about milkshape blender and other modellers from what i see.
About equity,what format the animations must be exported to-fbx?
How do you get the character without the animations in?Most topics are about milkshape blender and other modellers from what i see.
Re: (Allanon) Max2011SDK-which files plugins need?
For animation you need to export in .nfo and .key formats for equity to load it. Also Ms3d and .mot or .bdy and .mot Equity also supports .smd for animation. Most people cant afford the $3500 fee for max that's why its not used that much and everything is about Milkshape and Blender.
Re: (Allanon) Max2011SDK-which files plugins need?
Ok,i wonder what files my brother would need from the max sdk,from which folders?
The max upgrade is less ,its 1745$ half of the retail cost.
Anyway,thanks a lot bernie for mentioning .smd.
I found a plugin for expoting half life 2 .smd.
Are there any tips for making a character in equity from these smd files?I ll make a search later at the equity forum.
Which equity is the latest,Equity 6.1.1_ B?
The max upgrade is less ,its 1745$ half of the retail cost.
Anyway,thanks a lot bernie for mentioning .smd.
I found a plugin for expoting half life 2 .smd.
Are there any tips for making a character in equity from these smd files?I ll make a search later at the equity forum.
Which equity is the latest,Equity 6.1.1_ B?
Re: (Allanon) Max2011SDK-which files plugins need?
I got the genesis it says i need some h and lib files which i found in two folders of the max sdk.
Now what shall i do with them,copy these file to the genesis sdk F:\genesis10\Tools\Exporters\max2sdk\lib\*
and Directory of F:\genesis10\Tools\Exporters\max2sdk\include\*
and press some button to compile? do i need some existing export plugin and which?
Now what shall i do with them,copy these file to the genesis sdk F:\genesis10\Tools\Exporters\max2sdk\lib\*
and Directory of F:\genesis10\Tools\Exporters\max2sdk\include\*
and press some button to compile? do i need some existing export plugin and which?
Last edited by Veleran on Fri May 14, 2010 12:06 am, edited 1 time in total.
Re: (Allanon) Max2011SDK-which files plugins need?
To compile the code you will need Microsoft's Visual C++ compiler. They do have a free version of the compiler but I don't know if it will work. If you don't know how to program then you are going to have a hard time compiling the code. And if errors occur you will need to know how to program to fix it. It's not as simple as copy the files and press a button.
Re: (Allanon) Max2011SDK-which files plugins need?
there is a plugin wizard in the max sdk,did you use that?- perhaps..
Re: (Allanon) Max2011SDK-which files plugins need?
Never mind,so much trouble for nothing.I found the nfo and key exporter at max plugins.de.