Maxigo 0.8.3b (update-25 May 2007)

Announcements, requests and support regarding the 3DS MAX exporter
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suvakas
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Post by suvakas » Tue Jun 05, 2007 6:25 pm

@moses
Sry, but nope. I have no idea how to do that.

Pjanssen
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Post by Pjanssen » Wed Jun 06, 2007 11:37 am

I can't get the indigo materials to show up in max 9 (64bit), while it seems to be working in max 7 (32bit).

Any ideas?

Moses
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Re:

Post by Moses » Wed Jun 06, 2007 12:20 pm

To Suvakas,

that's ok, I'll try some workarounds.

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suvakas
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Post by suvakas » Wed Jun 06, 2007 6:28 pm

Pjanssen wrote:I can't get the indigo materials to show up in max 9 (64bit), while it seems to be working in max 7 (32bit).

Any ideas?
Did you installed the script correctly?
Otherwise i think i can't help cause i don't have Max 9.

Pjanssen
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Post by Pjanssen » Wed Jun 06, 2007 6:50 pm

Yes I did install it correctly.
Perhaps I could help making it max9 compatible, or at least look at where the problem is. But I'd need the unencrypted .ms file(s) for that.

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filippo
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Post by filippo » Wed Jun 06, 2007 7:15 pm

I test indigo in win xp64+3dmax 9 64 bit....it's work,,
filippo
2x Xeon quad core ghz 2.66(8 core)+4g ram+quadro fx
2 x Xeon Quad 5540 (16 core)+16GB ram+ Nvidia GTX 295 1800mb

Pjanssen
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Post by Pjanssen » Wed Jun 06, 2007 7:26 pm

Hmm that's interesting. I did exactly as the readme.txt said, but the materials are simply not in the material list...

edit: forget all I said, it's working now. No idea why, but it is... :) Sorry.

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suvakas
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Post by suvakas » Wed Jun 06, 2007 8:07 pm

Pjanssen wrote: edit: forget all I said, it's working now. No idea why, but it is... :) Sorry.
You have no idea why it is working?:P
I can make a non-working version specially for you 8) [joke] (..sry..couldn't resist)

Glad, that you got it working. Have fun!

Pjanssen
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Post by Pjanssen » Wed Jun 06, 2007 8:18 pm

Haha I meant it more like 'no idea why it's working this time, while it didn't previously' ;)
I didn't change anything, so it was a bit of a surprise.

Another thing, would it perhaps be a nice idea to have presets?
I've written a preset manager for maxscript about a month ago, if you want, you can use it.

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suvakas
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Post by suvakas » Wed Jun 06, 2007 9:36 pm

What do you mean by presets? Material presets or export dialog presets?

I've been thinking of doing a folder like Scripts\Maxigo\Presets. Whatever *.igm's are thre will be shown as a preset under importMat (or in some place else cause i'm planning to rewritre the material system a bit). Then we can include some default *.igm's with the package.

What exactly is this preset manager of yours? What it does?

Pjanssen
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Post by Pjanssen » Thu Jun 07, 2007 12:32 am

I was thinking more of presets for the export settings.
The script I wrote basically offers a fast and easy way to save structure variables into a .ini file. For more info, check out this thread on CGTalk:
http://forums.cgsociety.org/showthread. ... 8&t=496482

damian
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Post by damian » Tue Jun 19, 2007 11:13 am

suvakas

Thanks for my previous answer, but I have one more question - why Maxigo dont support Max num of Consec Rejection more, than 2000? I tried play with 20000 by editind igs-file and find this number well.

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suvakas
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Post by suvakas » Tue Jun 19, 2007 6:59 pm

@damian
At the time of writing the script i thought that nobody hardly goes over 1000 so i used 2000. I can increase this in the next release if needed.

Frenotx
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Post by Frenotx » Wed Jun 20, 2007 3:52 pm

Hey. I just started using the Indigo render. I opened up one of my old scenes for a test, but got a few errors. The scene is very big. 292k+ polys. I know. I really need to work on efficiency. Anyways, I followed your advice and used obj. I got an error saying something along the lines of no integer existing after some point. Anyways, I then tried the xml format. No errors, but it appears as if my model was disassembled and spread apart. Various components are separated from the main model. Any suggestions?

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suvakas
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Post by suvakas » Wed Jun 20, 2007 6:32 pm

@Frenotx
Try to use "fix mesh errors" feature. Maybe it helps.
For big models you can also try to export into 3ds format and use automatic mesh splitting under Advanced Setup. Models must have valid UV coordinates for split feature to work.

You may also want to avoid "funky old scenes". :lol:

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