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<h1>Virtools Exporter for 3DS Max Online Reference</h1>
<h3>VERSION</h3>
<br>
<strong>Max : 6 , 7, 8 , 9 , 2008 , 2009<br>
Virtools Dev : 4.1.0.80<br>
Exported files are compatible with Virtools Dev 4.1, 4.0 and 3.5<br>
Virtools Exporter : november, 2008<br>
This Document Revised: November 1st, 2008
</strong><br><br>
<a href="#overview">Overview</a> | <a href="#Install">Installation</a> | <a href="#Modes">Export Modes</a> | <a href="#Parameters">Exported Parameters</a> | <a href="#UI">User Interface</a> | <a href="#Script">MaxScript</a> | <a href="#Troubleshooting">Troubleshooting</a> <h3><a name="overview"></a>Overview</h3>
This document describes how to use the Virtools Exporter for 3DS Max. An export plugin takes information from a source format, in this case the 3DS Max format, and converts it to a destination format, in this case the Virtools NMO or CMO format.<br>
<br>
When converting data, one of three things occurs:
<ul>
<li>There is a direct equivalent in Virtools, so the result will be the same as in 3DS Max.
<li>There is no direct equivalent, so the element is translated into the nearest Virtools equivalent.
<li>The feature is not recognized by the exporter, so it will not be translated.
</ul>
<p>The plugin converts the following elements:</p>
<ul>
<li><b>Geometry:</b> Patch meshes and standard meshes.
<li><b>Materials:</b> Standard type, multi/sub-object, composite, blend Shell Material, and Lightmap shader.
<li><b>Lights:</b> All standard lights from 3DS Max (FreeSpot, Target Spot, Omni, Target Direct, Free Direct).
<li><b>Cameras:</b> All standard cameras from 3DS Max (Target, Free).
<li><b>Dummies: </b> Dummy (in the sub-menu HELPERS)
<li><b>Animations:</b> All types, however you are strongly advised to use Bezier, Linear or TCB types.
<li><b>Splines:</b> Only a "Shape" (created in 3DS Max under the submenu Shapes/Splines). Only the first segment of the curve will be exported.
<li><b>Groups:</b> Groups as defined in 3DS Max.
</ul>
<h3><a name="Install"></a>Installation</h3>
The export plugin is installed by running setup.exe from the Virtools CD or downloaded from the website:
<ol>
<li>Select the 3DS Max plugin.
<li>Follow on-screen instructions.
</ol>
<!--<p><b>NOTE: </b>Be sure to select the correct version - i.e. the export plugin for 3DS Max 4 will only work with release 4, it will not work with release 3.1 for example.</p>-->
<h3><a name="Modes"></a>Export Modes</h3>
<p>There are 4 export modes:</p>
<ul>
<li><b>"Export as Objects"</b> - Export 3D objects (and simple object animations).
<li><b>"Export as a Character"</b> - Export a single character and <em>optionally</em> one animation.
<li><b>"Export Animation Only"</b> - Export a single animation only.
<li><b>"Export as Level"</b> - Export as a cmo.
</ul>
<blockquote>
<h4>A) EXPORT AS OBJECT</h4>
<blockquote>
<p>Export as Objects is used to export a scene. This mode produces a single NMO file and exports:</p>
<ul>
<li>Geometry
<li>Lights
<li>Cameras
<li>Splines
<li>Dummies
<li>Groups (as Groups or Places)
<li>Object animations
<li>Hierarchies are maintained.
<li>You can choose to export animation of geometry, dummies and splines.
</ul>
</blockquote>
<h4>B) EXPORT AS CHARACTER</h4>
<blockquote>
<p>Export as a Character is used to export a character only and produces an NMO file. You can also export one animation along with the character. When using <em>Physique</em> for modeling characters, you should export in <em>Skin</em> for reduced file size. See "<a href="character_export.html">Exporting Characters and Animations from 3DS Max</a>" and "<a href="character_model.html">Modeling with Character Studio</a>" in the Online Reference for further information.<br>
<br>
<b>IMPORTANT: </b><strong>Your character must only have one single root</strong>.</p>
</blockquote>
<h4>C) EXPORT ANIMATION ONLY</h4>
<blockquote>
<p>Export Animation Only is used to export additional animations. A single NMO file is produced. When exporting additional animations for characters, you can only export one animation at a time. The character itself is not exported. As with exporting characters, <strong>your character must have a single root</strong>. You can also export additional animations for objects using this mode.</p>
</blockquote>
<h4>D) EXPORT AS LEVEL</h4>
<blockquote>
<p>Reads the ambient light color, background color and fog settings (linear and an approximation of exponential). You must provide a starting camera name.</p>
</blockquote>
</blockquote>
<h3><a name="Parameters"></a>Exported Parameters and Important Notes by Category</h3>
<h4>A) GEOMETRY</h4>
<blockquote>
<p>Geometry parameters that are exported:</p>
<ul>
<li>Mesh
<li>Mapping Coordinates
<li>Smoothing Groups
<li>Normals
<li>Materials
<li>Vertex Color (including alpha value)
</ul>
<p>Geometry notes:</p>
<ul>
<li>Mesh Sharing: If you use one or more instances of the same object (i.e. you create an object, decide to copy it and select the "create instance" radio button in "Clone Options"), a single mesh is shared. Mesh sharing is exported to Virtools - all instances of the object are exported, however a single mesh is exported. You are highly recommended to use mesh sharing wherever possible as this greatly reduces file size!
<li>Vertex Colors are extracted from the mapping channel 0. If you have a prelit mesh and do not want it, clear the channel 0:vc in "Tools\Channel Info..."
<li>Additional Mapping coordinates are converted to Material Channels or to Extended Channels depending on a strict set of rules. (See below)
</ul>
<p>Hierarchy note:</p>
<ul>
<li>When an object is selected for export, all parent objects are also exported to preserves the coherence of the hierarchy and animations. This convention is used by 3D Studio MAX when saving a selection.
</ul>
</blockquote>
<h4>B) MATERIALS</h4>
<blockquote>
<p>Material parameters that are exported:</p>
<ul>
<li>Diffuse Map: Although not necessarily squared, you are highly recommended to use textures with dimensions to the power of 2 (e.g. 2, 4, 8, 16, 32, 64, 128 etc.).
<li>Diffuse: This color influences a lit material's appearance in Virtools unless its value is (255,255,255).
<li>Ambient Color
<li>Specular Color
<li>Specular Level
<li>Glossiness
<li>2-Sided Flag
<li>Opacity Map: If a diffuse map is found, it's alpha values will be replaced by the color intensity of the opacity map. Duplicate diffuse textures will be produced if different opacity maps use the same diffuse map.
<li>Opacity
<li>Texture Cropping: Note that you cannot crop and tile a texture at the same time.
<li>Texture U/V Offset
<li>Face Map: the face map feature of the Material editor is exported.
<li>Export Both Materials of a Shell Material type : boolean : When exporting a shell material, if this option is checked both original and baked materials are exported using the following conv