no more wrong texture-coordinates, normals, etc, there are way too much people messing with such an easy format anyway, here it is - the xsi-interface looks slightly different (eq. it has no "Show maps in viewport") normals are generated on import depending on smoothing groups (most obj-files have wrong normals) version 0.92b changes: - imports some more obj's from other applications, even if they are "not so well" formated - import of lines, this lines can have materials applied - import of multisided polys (not only quads) - minor material fixes - made it fit for using in scripts - paning listviews & treeviews: middle mouse button (like in max viewports) - 64-bit support - download-archive contains a script to help you with "mass-imports" version 0.93b changes: - spinner-undo was not working correct version 0.94b changes: - added support for Map-Channels if you want to use this plugin in a script, you have to move /stdplugs/obj2max.dli to some place max can't find it, or the script will use the obj-importer that comes with max !!! |
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if maps are not found, a dialog will ask what to do: |
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for MAX only, maybe in the future for XSI too supports only std max materials, bitmaps and procedural maps, other material types will follow objects are exported a you see them in viewports: if you have eq. a cylinder with a bend-modifier, and the cylider is selected in modifier-stack, only the cylinder will be exported not the "bended" cylinder if "show end result" is on, you see the bend in viewports, and export will work as expected when exporting a frame of an animation, it will export the actual frame version 0.92b changes: - export of polygons (no limit) - removed "split polys by MatID/smGroup" - export of shapes/lines (with materials) - additional preset for Mudbox - made it fit for using in scripts - paning listviews & treeviews: middle mouse button (like in max viewports) - 64-bit support version 0.93b changes: - spinner-undo was not working correct if you want to use this plugin in a script, you have to move /stdplugs/max2obj.dle to some place max can't find it, or the script will use the obj-exporter that comes with max !!! |
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comes with lots of presets... |
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...and a export-statistics |
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some last notes: My importer refuses to import crappily formatted exports from other applications. If you don't like this type of behaviour, you can always use Polytrans, but be ready to watch a backwards running progress bar. You will also get a camera imported that you don't need which is placed incorrectly. Yes, Polytrans has an option not to add a camera, but even when this option is selected a camera is still added. Here is a little tip on the progress bar issue, if you don't update the progress bar after every byte is read, it will be much faster. Hmmm and they call themselves 'professionals' its realy annoying to see what people are doing to this poor obj-format one of the worst is lightwave, version 9 and still no clue how to write a simple obj... eq. a big vertextable for all objects, then before each face/quad the texture-coords, what's that crap ? 2nd: some faces from object A, then some from object B, again some from A vertex-indices positive, texture-indices negative tells a lot about how they "manage" their objects internaly and i was thinking poser exports the worst format... another tip for this riptide c4d exporter, why are no names of objects exported why they are defined in a self-invented tag (#r) ??? or are there no names in the best app of the universe ? PS: I realise I may offend some people by making such statements. However, it makes me happy knowing that at the very least, I managed to inform of you of such issues. We have a right to expect more from software developers. |