3DMax exporterCommunity Forums/Developer Stations/3DMax exporter
| 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?
| just a guess, but perhaps "MaxScript" would help. |
| 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.
| 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.
| 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.
so how's the supervividdemo coming along?
| 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.