b3d pipeline - user defined fields from max ?

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ryan scott(Posted 2006) [#1]
i'm using max and b3dpipeline (which rocks)

is there a way to read the user defined fields you can create in max into blitz? i know that b3dpipeline reads the user defined fields to look for 'b3dmorph' on export. i wonder if i can read any other fields?

it would be so useful because then i could skip using the clumsy text config files i've got for each object!


Beaker(Posted 2006) [#2]
If you open and run the "SimpleTest.bb" from the b3dextensions.zip (from here:
http://www.onigirl.com/pipeline/index.html )
..you will see how to use the pipeline extensions.


Jams(Posted 2006) [#3]
"This is a summary of all User-Defined Properties you can add to objects:

NOTE: These are case sensitive!

B3dKeep Overrides any export filters and forces the exporter to export the object.
B3dMorph Flags the object as an animated mesh morph."


Apparently not. BUT, text config files don't have to be clumsy! The way i did it was to export my objects (and user defined properties) to XML via maxscript, with no manual text editing whatsoever!


AdrianT(Posted 2006) [#4]
you can't as the B3d file doesn't support it. Many engines that use 3dsmax as a level editor allow you to export entire scripts for an object under user defined properties. We used it for scripting particle systems that were set up in max for in game destructible objects.