3dsMax asset repathing

Setting up deadline for the first time, loving it already!

One issue I’m running into is asset repathing, using the repo’s option dialog I’ve added a few repath entries, basic stuff like replace “e:” with "\GT\e’ as a simple test to convert a local path to network location, just for testing.

While this works for the output path, Max’s asset paths seem unaffected. Is this by design or am I holding it wrong?

I can do all repathing in a preload script as I was doing with backburner but I was hoping the above would work as well!

Hi,
Re-pathing of internal assets in a 3ds Max scene file is not currently supported. However, we are working on it. It is not a trivial problem to solve well :wink: For the time being, you could continue to execute your preLoad script until our stuff is in place and tested. As a paying customer, you might want to jump on the beta program to be ready when this drops.

Yeah tell me about it :slight_smile: I once worked on an Max asset collector/repather for a renderfarm, headaches with nested xrefs, IFL files that needed to be parsed and altered to get to the bitmaps, pointcaches not updating correctly when paths set with mxs, IES lights getting messed up and not to mention all sorts of V-Ray/MR GI prepass data and what not… and then you think you have everything covered there is always that one customer that breaks it immediately. :slight_smile:

Bu good to hear it’s in the works and i’ll apply for beta!