Category Archives: 3dsmax

New Version of the mass export selected script..

Here is a small update to my old script that does mass exporting of all selected objects as individual files it also supports frameranges if you want to export a simulation…

The New features are:

  1. Settings in the util are stored in a ini file, so they are kept when you quit the util
  2. I added a reset ini button so you can go back to the default settings
  3. A simple button that selects all visible objects
  4. I also made the outputPath button show the current outputPath..

download os3d_exportobj_v15

Here is a link to the same script at scriptspot

I am adding some maxscript tutorials here…

I am doing some training for 3D artists that want to speed up their work with some simple scripting…

For example…

  1. update tetxure paths
  2. batch merge maxfiles and render them
  3. change multiple objects
  4. update materials on objects…

Typical tasks that are really boring to do by hand and can be solved by scripting.
There is alot of scripts out there that solves most of theese problems… but it can be nice to know some small tricks so you can solve a specific issue in a project without a graphical user interface. Just 3-4 lines of code.

Read more here

 

OS3D Mass exporter v09

os3d_massexport_v09
os3d_massexport_v09

os3d_massexport_v09

My first version of this script was created to simplify the process of exporting many objects from one 3dsmax scene into separate obj files.

Now I have added another feature by request from a user so it now supports exporting frames or a framerange of the selected objects.

Lets say you have created some sort of simulation inside 3dsmax and want to import that into another tool. Ex cloth simulation.

This will create a separate .obj file for every frame and also every object you have selected.

You can run it by just dragNdrop it onto 3dsmax.

Known bugs:
I know that some export formats does not support the “Export Selected” function which makes this script not very useful for certain fileformats.

I have tried .obj and .3ds alot and thoose work. (you still have the old issue with 3ds format and the 64K limit in facecount, but that is the limitation of 3ds)

I hope someone else finds this useful!

Anyone that has some tips of how to import an .obj sequences into maya/softimage/houdini are very welcome to comment! Since this is not my main tools I am not the wiz on that.

MLDecorate Modifier – for 3dsmax very cool

MLDecorate Modifier and MLDecorate procedural object allow you to project one object A (Mesh to Project) onto another B (Projection Mesh) using the UV Mapping of the projection mesh. MLDecorate Modifier and MLDecorate Object basically do the same.  The MLStraps object has the same functionality as the MLDecorate object but can additionally deform B (projection mesh) as well making it especially suitable for things like straps on a body.

Read more here

PFHOE 2: An interresting tracking software with a very good price!

http://www.pfhoe.com/

PFHoe 2.0 adds an even faster and more robust tracking engine along with new UI improvments making PFHoe even easier to use. All major exports are included with PFHoe including the new Pixel Farm XML format and with support for HD footage you can take your work to the next level. Never wanting to stand still we have added a new focal length estimation tool that helps you solve those tricky shots in the same intuative way as Hoe always did.

For those with more demanding needs we have PFHoePro. A new application designed for professional users who just need automatic match moving. Like PFHoe, PFHoePro uses the same engine as PFTrack adding the ability to work with image sequences as well as QuickTime and AVI files. Along side all the features in PFHoe 2.0, PFHoePro adds the ability to add user defined feaures for corner pinning etc. You are able to re-solve a scene after getting rid of bad features and we have added exports to high-end systems such as Flame.

A new fluid solver called Aquarius is out.

aquarius example imageAquarius is an original application designed to create smooth and realistic fluid water animations. Compared to existing particle-based fluid simulators which cause artificial bounce, Aquarius produces high quality visual effects of fluid movements without visual loss of volume. In addition, unlike Blob, it does not generate unnatural splash or roundness in the liquid surface. Aquarius can create high quality effects through control of various characteristics such as liquid flow, splash, bubble, vortex, viscosity, collision, and external forces. http://www.magicpics.com/aquarius/aquarius_index.html