3DMax exporter
Community Forums/Developer Stations/3DMax exporter
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Want to do one for a custom format, so basically have to do it from scratch. Igame seems to be the quickest/easiest option of writing one..but i'm still unsure how to go about it all. Any good links any of you exporter writers used to learn all this stuff? |
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just a guess, but perhaps "MaxScript" would help. |
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That was my first guess, but IGame(Some form of extension to 3d max or it's script lang?) appears to be a new method of creating importers/exporters though, in which you can use regular C++. Which is ideal for me. But your guess is as good as mine beyond that, I have all the artistic finesse of a druken chainsaw wielding maniac. |
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why don't u just use .b3d everyone seems to have adopted that into there workflow. if u just make an exporter for max then that limits max users to using your product. i would say that most people who have full commercial licences in a big package is either for lightwave, c4d or old versions of max. maybe you could make a custom exporter or ultimate unwrap, they have a full sdk for plugins and it is not problem getting stuff into it from any of the main packages. |
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Good idea for most cases chris. though considering this paticular product(not vividGL) is going to be primarly a C++ based engine I feel it's important to at least start with the custom format with support for the higher end apps. Or it might feel 'light-weight' in most C++ coder's eyes. I mean generally it's the userbase of an engine that extend it's support to the more 'exotic' formats unwrap etc has so hopefully everyone will be happy. eventually. |
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Otacon so how's the supervividdemo coming along? |
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A demo of something super is coming.Might not be vivid though. ;) But i've learned my leason as far as release dates go..from now on i'll release demos/products without warning. |