Any news on 3ds max 2013 support?
regards
Artur
Any news on 3ds max 2013 support?
regards
Artur
We have a first internal build of it, I will be testing it today.
There are also a few cool tweaks I want to add to the XMesh Saver script before we release it, stay tuned!
EDIT: To make the pain of waiting more bearable, here are some of the things that are coming:
*Support for FaceSelection channel saving - you will be able to bake face selection in the XMesh and apply modifiers on top of the XMesh Loader that respect that selection, or access it via Genome.
*Support for Vertex Selection / Soft Selection - same as above, but for vertex level selections.
*An option to turn off Optimizations (where a later frame reuses a previous frame’s channels to reduce disk space usage) - very useful when performing recursive saving, esp. when producing history-dependent effects with Genome modifiers.
*Several Bug fixes
Thanks for info!
I will wait as long as it takes, don’t worry.
I have a small “requests” for the update…
See the post above yours It is available already, at least as a Public Beta.
The Visibility Channel in Max does NOT hide the mesh, it just makes it kind of transparent. I guess we could add an option to skip meshes if Visibility is 0 or less. But what should we do if the Visibility is between 0.0 and 1.0, e.g. 0.5? In the renderer, the object will be 50% transparent, but we cannot store this in a face channel…
We will discuss this and see what we can do.
Like the transform or material assignment, visibility could be defined at the node level in the XML (or as a channel if it’s animated) and then added onto the XMesh Loader node when it is loaded. If it’s a matter of the object not saving out for a certain set of frames independent of the other objects in the scene, then I could see how that would be helpful, but I wonder if visibility is the way to define that.
Some plugins and scripts like the ones baking particles to meshes (TP, PFlow) use Visibility to hide/show chunks as they appear/disappear. While it is better to save the actual TP or PFlow, I can see how in some cases the Visibility might need to be respected, at least in a Binary form (on/off) during saving. I am not crazy about supporting this during loading, because if a piece of geometry is meant to be hidden by visibility, I don’t see why we should save its mesh for that frame and just waste disk space.
If we had tracking of objects within a MultiObject XMesh files (which we don’t right now), we could provide info in the XML about what is visibile and what is not. But right now, I would rather see this as an option in the XMesh Saver to skip invisible objects when saving…
Yeah, I agree. There doesn’t need to even be an option in the Loader or even in the file itself. It’s just an option for the Saver to skip those meshes. But the visibility could be considered an important channel to store and load and assigned to the Loader node in 3ds max.