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Suvakas - Question about units.
Posted: Thu Jun 19, 2008 1:23 am
I've got a little question about units.
3DS is configured with unit in "meters"
Maxigo is configured with "Scene scale" to "get from max" (I've also tried with "meters")
For the moment, I have only put ONE cube in my scene. This cube has a length of 100meters.
If I check "export object in XML", my cube is exported like this :
Code: Select all
<vertex pos="-1968.5 -1968.5 0.0" normal="0.0 0.0 -1.0" uv0="1.0 0.0" />
<vertex pos="1968.5 -1968.5 0.0" normal="0.0 0.0 -1.0" uv0="0.0 0.0" />
<vertex pos="-1968.5 1968.5 0.0" normal="0.0 0.0 -1.0" uv0="1.0 1.0" />
I do not understand why I have this 1968.5 in the export...
(very sorry for bad english. I you don't unterstand, I will re-write this.)
Posted: Thu Jun 19, 2008 1:34 am
Okay ... You can forget this question, I've found myself.
I have changed units in "echelle de l'unité d'affichage
" : "Display unit scale
".... but not in "Définir l'unité système
" : "System Units Setup
All is rigth now :
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<vertex pos="-50.0 -50.0 0.0" normal="0.0 0.0 -1.0" uv0="1.0 0.0" />
<vertex pos="50.0 -50.0 0.0" normal="0.0 0.0 -1.0" uv0="0.0 0.0" />
<vertex pos="-50.0 50.0 0.0" normal="0.0 0.0 -1.0" uv0="1.0 1.0" />
Verry sorry. If someone have the trouble, here is the solution.
Posted: Thu Jun 19, 2008 3:12 am
Yes, Maxigo uses the system units.
Posted: Thu Jun 19, 2008 3:26 am
I have never seen that there is "two" different windows to set units in 3DS.
Another question, if I want to add a functionnality to Maxigo, is it possible to modify the files we have in the folders UI and SCRIPT ?
I don't know if you give us "compilated" script or if we can edit them.
Posted: Thu Jun 19, 2008 3:50 am
Well the source is not open at the moment, so you can't add stuff to it neither modify it.
But since I haven't had much time lately, then I've been thinking about quiting the development of Maxigo and releasing the source of the script. I'm not sure if i have time anymore to implement all the new stuff that is coming out.
We'll see how it goes.
Posted: Thu Jun 19, 2008 3:55 am
Sure, I think Maxigo take you a lot of time and it is not always easy to spent time on a "so big" project.
I will make my own software which will modify automatically the generated XML files. I will be faster for me.
thx a lot for your answers.
Posted: Thu Jun 19, 2008 4:11 am
oohhh come on suv......dont quit.......please.......after you i dont thing are any capable scripting something nice even u give open sourse of the maxingo code........ 3ds max and indigo will die.....i dont care how long may takes depended of your spare time....to have again a high quality latest up to date exporter....
think about it.....
sorry....but for my indigo will die i can use them with out exporter...and i dont have time to learn blender or something elese pack...
keep it up suv we are with you!!!:)
Posted: Thu Jun 19, 2008 4:42 am
Nah, it's not that bad Kosmo.
I'm sure most of the guys out there know maxscript better than me. Maxigo was my first encounter with scripting in Max so every mistake I made is in there.
Also I haven't decided yet what to do. Past fiew months have been very busy for me and I'm not sure how long I can keep up with my life
Posted: Thu Jun 19, 2008 4:50 am
of course and i understand you......
i thing its bad suv.....anyway i just tell my opinion....i hope if filaly u quit some else have the time and "fun" to continue what u start....
one thought:indigo and 3ds max never will be like your exporter,does the dirty thing!!!(and the most dificult for me)
one wish:may u are the "continuer" of max to indigo connection!!!
Posted: Thu Jun 19, 2008 5:02 am
Maybe I should start doing beta/test versions and keep adding stuff in when I have time? Test versions would be buggy as hell though.
Posted: Thu Jun 19, 2008 5:11 am
im in...no prob.....as i remember....bugs are every where...from loops and procedures code......even in the on light bulb in the night.....
we can live with this...
Posted: Tue Jul 01, 2008 12:34 am
any news about "test version / source code realease" ?
Currently, i've made my own soft which open "MAXIGO exported file" and then add my own XML code. But i must admit that it is not very simple :'(
If I can help you, I will do it.
Posted: Tue Jul 01, 2008 12:56 am
What exactly are you missing? Why do you need to change the xml so offten that you wrote your own tool?
I will upload a test v. soon.
Posted: Tue Jul 01, 2008 1:03 am
what a nice word about maxing!!!!
Posted: Tue Jul 01, 2008 1:16 am
I will try to explain my probleme but I'm not very good in english
I don't know if you have seen my topic in "WorkInProgress".
I'm currently making an island floating in the air above the earth!
( http://www.indigorenderer.com/joomla/fo ... php?t=4447
I must represent the earth by a "indigo sphre"
Code: Select all
<center>0 0 -6378135</center>
I'm must use an indigo sphere because it's faster than if i make an sphere in 3DS.. (wich will have a lot of polygon)
Moreover, if I want to use "atmospheric scattering", I must make a bigger sphere. Wich will be difficult in 3DS.
I don't know how to do this directly in 3DS. So i wrote a small soft wich inject XML code into your exported file.
Sometimes, I don't select the good "view" in 3DS. Then I launch indigo with Maxigo. When I come back to see my render, I see that I've made a very beautifull render of "TOP VIEW" or "FRONT VIEW" instead of "CAMERA VIEW".
So I replace your camera export with my own XML code. So that I'm sure I will not spent a lot of time into rendering a bad view.
Last thing. I don't know why but if I use a texture which is located in "Z:\TEXTURES", when I export, path look like this :
Perhaps that is a 3DSMax trouble which send you WRONG pathname.
But I must replace all UNC path by my own path "Z:\" (can't use UNC path on the machine who make the render)