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Author Topic: ActorX Importer for 3ds Max  (Read 54361 times)
Gildor
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« on: September 22, 2009, 15:26 »

ActorX Importer script for 3ds Max has been released.
It can load PSK mesh and PSA animations directly to Max without the need for extra applications. There is no more "-md5" switch requirements for umodel (but it will be retained). Also it looks like this plugin is faster than md5importer.
Any feedback is welcome.
Tested with Max 9, 2009 and 2010.
Good luck Smiley
« Last Edit: January 10, 2011, 16:25 by gildor » Logged
esr911
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« Reply #1 on: September 22, 2009, 20:37 »

I have enjoyed Beta Testing it for Gildor. I have to say that this is the most reliable way to get mesh and animation data using Umodel. It is really a pity that someone hasn't done this years ago. My congratulations an another fine release.

Notes:

1. Problems with bone rotations as seen in Damnation has been corrected.
2. Animation interpolation (Skipping) between frames has been corrected.

And yes, It is wickedly FAST!!

My Beta Testing was on Windows 7 x64 - 3DSMAX 2010 x64

Now you have time to work on your renderer  Cool

..:: ESR911 ::..
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pixellegolas
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« Reply #2 on: September 22, 2009, 21:00 »

works perfect on vista 64bit max 2008
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NexusElite
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« Reply #3 on: September 24, 2009, 09:56 »

Nice job on the importer.

I did however, find some small error to the plugins.





Seem like the x actor import the rig a bit off, such as the picture is shown.

So far Max2008, max 9 and max 2009 work but with that error.

MAx8 does not work for those who uses 8
« Last Edit: September 24, 2009, 14:30 by gildor » Logged

Gildor
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« Reply #4 on: September 24, 2009, 12:06 »

I've found a weighting bug by myself. Currently working to fix it. Looks like bug in Max Script Sad
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Gildor
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« Reply #5 on: September 24, 2009, 14:24 »

New version (1.01) is out.
Changes:
  • fixed bug in a vertex weighting code
  • saving settings to ActorXImporter.ini (Max 9 and higher)
  • saving last used psk/psa directory
  • settings to change bone size for a new mesh
« Last Edit: September 26, 2009, 17:07 by gildor » Logged
Gildor
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« Reply #6 on: September 25, 2009, 11:34 »

Version 1.02
  • added option to scale mesh and animations when loading
  • added options for texture search (path, recursive search)
  • added option to ask for missing texture files when mesh is loading
« Last Edit: September 26, 2009, 17:07 by gildor » Logged
NexusElite
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« Reply #7 on: September 26, 2009, 08:46 »

Hmm so everything fine now? i will try this again soon, when i can.
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esr911
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« Reply #8 on: September 26, 2009, 08:48 »

Hmm so everything fine now? i will try this again soon, when i can.

There is an animation issue that I found, that will be addressed in version 1.03 along with some needed features. It will be released later today, I recommend anyone who is using this script to wait for 1.03.

..:: ESR911 ::..

Note: if you need to know what frame start and frame end each animation from a PSA collection is in Max hit F11 and enter the following code: (Special thanks for Gildor & Chrrox for helping)

for a in Anims do format "% % %\n" a.Name a.FirstRawFrame (a.FirstRawFrame+a.NumRawFrames)
« Last Edit: September 26, 2009, 08:51 by esr911 » Logged
Gildor
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« Reply #9 on: September 26, 2009, 12:08 »

Version 1.03
  • fixed bug with interpolation between first two animation keyframes
  • option to fix animation looping (duplicate first animation frame after last frame)
  • added button to load all animations from psa file
  • progress bar for loading animation with "cancel" capabilities
  • option to not load mesh skin (load skeleton only)
  • storing last used directory separately for psk and psa
« Last Edit: September 26, 2009, 17:07 by gildor » Logged
Gildor
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« Reply #10 on: September 29, 2009, 17:40 »

Version 1.04
  • implemented support for loading non-skeletal (static) meshes
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Gildor
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« Reply #11 on: October 18, 2009, 11:36 »

Version 1.05
  • implemented materal loading
  • fixing duplicate bone names

To use this feature you should export meshes with latest umodel. Umodel will automatically create *.mat files (in my own format) with description of material parameters (diffuse, specular, normal etc). These files will be imported by Actor X Importer. To find *.mat files you should set up "Path to materials" value.
Note: currently only UE3 materials can be exported/imported.

I have a strange troubles with Max 2009 hardware renderer. It's slightly complicated to turn on hardware rendering for materials, plus sometimes Max renders wrong texture map for some parameters (mostly for self-illumination).

(changelog updated)
« Last Edit: October 18, 2009, 14:54 by gildor » Logged
Gildor
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« Reply #12 on: December 12, 2009, 14:36 »

Version 1.06
  • fixed merging meshes on a single skeleton when previously loaded mesh is not in bind pose
  • improved compatibility with Epic's Actor X Exporter (dropping trailing spaces from bone names)
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CriticalError
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« Reply #13 on: February 18, 2010, 10:08 »

thanks a lot Gildor for your hard work and for help in this community, continues working Smiley be gratefull
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Gildor
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« Reply #14 on: February 20, 2010, 01:45 »

Version 1.07
  • added "Load confirmation" setting to display message box after completion of operation
  • added "Reposition existing bones" option
  • fixed error when loading .mat files with missing textures

1st option is made for Esr911 - he performed automated mesh loading into 3ds Max using confirmation message boxes.
2nd option will allow to use old Actor X Importer behaviour when merging mesh with existing skeleton.
3rd option is a fix for this problem
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