GL Basic Tools is a script based plug-in used for exporting geometry, textures and scene data into GL Basic formats *.DDA and *.DDW.
It supports:
- any type of objects and primitives (Skinning, Cloth, Soft Body, Particles etc )
- any version of 3ds max starting with 2008 and above (32 and 64 bit)
- batching files and directories
More info(scenes and project examples) and download: http://scan3d.ru/index.php/productsmenu/gl-basic-tools
I don't personally use 3DSMax but I can see this being a godsend for the people that do, well done! :good:
Wow, amazing stuff!
:nw: :nw: :nw: ... but the link don´t works, please put it, I´m very nervous. :offtopic:
Thanks for this awesome work.
Kinds Regards,
Iván J.
That's great and I'm interested in testing. The link is not working but could we see some samples, especially the particles and animation?!
My terrible provider going up!
Some Peoples ask me about price. This plug-in is free and developed for fun(learn Max Script and Object Oriented Programming) and absolutely free but have COMMON DEVELOPMENT AND DISTRIBUTION LICENSE (CDDL).
Only 2 words, PERFECT and AWESOME.
The best easy way for pùt 3d max models on Glbasic, Unwrapped model Works fine, Skinned meshes whit CAT, works perfectly.
Thanks Alexay.
:enc: :booze: :happy: :nw:
Great!!! thanks so much for this amazing tool!
Just one question left. Isn't 3D max a tiny bit expensive?
Yes Gernnot, I think now, make a couple of years Autodesk sells, a student version, I´m not sure about this.
Well but for make animated models is very easy whit CAT, and like modeler for me is a one of the best of the market, a part have a lot of plugins for rendering, and another tasks.
Another point, is, in example in Spain and a great part of Europe, the 99% of studios use it, or MAYA, and a little percentaje Cinema 4D (another great tool, I think is better for some projects), a little group uses LigthWave. This fact it´s only becucause 3d Studio, was the first seriously 3D suite for Ms-Dos. There be tools, very cheaper like Coat 3D or Silo, and they are awesome software.
But how I sayed, is a great step for users of 3ds MAX, now is hyper- easy make complex and "cool" models into GLbasic. For me basically is for the animated character, in another softwares I don´t know or I don´t look, things like Character Studio or Cat, in another suites all the animations are maded by bones and Squeletons, what you have made by yourself, and is a hard work and a lot of time to set a skeleton and animated this bones.
I think, it´s a propourse and personal opinion, Glbasic, will have got more capacity in th 3D section, like more shaders, can touch more parameters of lights, a 3d engine physics... but well I´m not the creator of Gbasic and I think do all this, can be a very hard job, but I think, from my perspective, a great part of future users of Glbasic, look the 3D more than the 2D. The young people born whit 3D.
Kinds Regards,
Iván J.
Ah... lightwave 3.5 on the Amiga...
yes on Amiga C4d too, and Sculp3d, but in MS-DOS and the begginig whit W95, this was the Kind.
I really think is very expensive. But Autodesk have this politic, Cinema 4d is too much easy , cheaper, and have thing what anyelse have, in ex. Bobypaint, the best 3d painting tool in real time, much better in some cases than photoshop, speaking in 3d terms.
PS: Ligthwave is for me one of the better soft, make something whit him, is really quickly, more than any other suite.
And the interface is very pretty, don´t have all fill whit color icons.
gmax is free!
The GLB 3D Convertor tool works well to import 3ds materials but is fault to stitch a 3ds series. 3ds -> obj series import fine but lose their materials.
Other alternatives is a command like * -> .ddd/.dda converter to help with scripting. Currently I animated with each frame as separate objects, which I guess is okay. Overall it's easy to convert the frames manually, but automating is desired to streamline creativity.
Generally, I've tested the Max Script and it works well but I've have to replace #startupScripts to #userScripts to allow to save the ini file settings.
I couldn't get non-standard materials to import though so I'd would really, really, really appreciate if this was working.
Here is the example 3ds file that I can't get working:
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Hi Matchy, the problem about a standar material, not is great trouble. In example you can use a scene and apply a Ligthmap or Complete Map, if you press the 0 button on the keyboard,(not on the numeric part Rigth of keyboard), you can see how export a texture, using the engine what do you want, Vray, Final Render, ETC, (except Unbiased RENDERS) and the use this texture in a standar material.
If you need help, I think the next week I upload a tutorial to youtube
Ivan J.
Quote from: matchy on 2011-May-22
I couldn't get non-standard materials to import though so I'd would really, really, really appreciate if this was working.
GLBasic have one limitation - one object has one texture. This important for understanding. Different 3Ds Max materials can be multi texture or layered or procedural maps. I supporting only Standard material because only this one can be "One Diffuse texture to one Object". For example - object with multisub material must be divided by simple objects for correct visualization and export to GLBasic.
For short. I not support this feature because GLBasic have this limitation. But this limitation is holly grail. One object==one draw call. Very good idea for optimization.
To resolve your problem simple asign Standart Material type for all objects in the Scene.
Sorry for terrible english :'(
I wasn't aware of the texture baker and it's what I was looking. Thanks for the advice as I'd prefer to use one texture map with white vertices (or maybe shaded).
Hi a little tutorial, it´s asimple brief, but I think can help for people, don´t meet too much 3ds MAX
Greetings!!!
Iván J.
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:good: Actually, I've roughly figured out the baker and mapping the sub materials also from a non standard format. :-[
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A little video for bakup a texture, from 3ds max to Glbasic.
http://www.youtube.com/watch?v=0hqt-35y_7E
Kinds Regards,
Iván J.
PS: Excusem for my BAD, BAD english, sorry!! :-[ :-[ :-[ :giveup:
Nice tutorial. 8) The diffuse map for animating a game character as opposed to the complete map.
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Cool, nice unwrapping... well not is too much complicated.
If you want, for 3ds max to 2011, now have another baker tool, more powefull, called FLATIRON, very cool plugin.
On the web you can see workings, it´s more quikly than the default tool on max.
You can also use this to uv unwrap your OBJ models, it´s wonderful.
http://www.uvlayout.com/
Quote from: erico on 2011-May-23
You can also use this to uv unwrap your OBJ models, it´s wonderful.
http://www.uvlayout.com/
or use 3Ds Max simular Pelt Tools :good:
Yes Alexey, I read and I try this tool and it´s very good, but not use too much. I bookmarked, thanks for refreshing my memory.
Quote from: mentalthink on 2011-May-23
A little video for bakup a texture, from 3ds max to Glbasic.
Thanks so much for support Iván! :booze:
Change List:
V0.2
Fixed the bug with missing UVW Coordinates.
Added support for Binary Format.
Added a new Plug-in "Collision Tools" to GL Basic Tools Menu.
Added the Bounding Box Collision Generator.
Added the Bounding Sphere Collision Generator.
Updated all sample files (converted all *.dda to *.ddd)
Added correct normal lighting to Demo Projects
V0.1
Starting the new release:
More Info and Download New Version:
http://scan3d.ru/index.php/productsmenu/gl-basic-tools
To update the plug-in you need to delete GLBasicTools:
Customize > Customize User Interface > Menu > GLBasicTools
You also need to delete GLBasic-GLBasicExport.mcr from here:
C:\Documents and Settings ("Users" for Vista or Win7)\Administrator\Local Settings\Application Data\Autodesk\3dsmax\2009 - 32bit (or your version of 3ds Max)\enu\UI\usermacros
Then you need to install the plug-in manually by copying the files into corresponding folder. This file is generated automatically when starting the script for the first time. It is also added automatically to the installed version of 3ds Max.
Please follow the instructions precisely, otherwise the plug-in will not be installed correctly and the new menu tab 'Collision Generator' will not be added. Sorry for the inconvenience, this is how Script Interface 3ds Max works.
Thread unlocked at OP's request. :)
Is there a reason why it was locked?
Maybe someone wanted it sticky?