Planning Maya/3ds Max import/export plugin for *.alo files -1 reply

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#1 6 years ago

I am planning to write a Maya/3ds Max import/export plugin for Maya 2010-2012 and 3ds Max 2010-2012. I want to know how many people are interested. My first Maya plugin is available at this thread. This supports most of the file format, but is import only. I plan have a fully working plugin when I release this version.

Writing this plugin will be very time consuming, so I want to know how many people are interested, so that I can be motivated to write this plugin.




Blood Asp

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#2 6 years ago

tractussoftware;5617157I am planning to write a Maya/3ds Max import/export plugin for Maya 2010-2012 and 3ds Max 2010-2012. I want to know how many people are interested. My first Maya plugin is available at this thread. This supports most of the file format, but is import only. I plan have a fully working plugin when I release this version.

Writing this plugin will be very time consuming, so I want to know how many people are interested, so that I can be motivated to write this plugin.

I myself would love a .alo exporter for max 10 (64-bit). I wasn't goign to ask but I figure I would anyway, if you can write plug-ins, would it be possible for you to convert a 32 bit plug-in to a 64 bit?




Geroenimo

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#3 6 years ago

An exporter for that free version that is available from their site would make my day. That's just my personal wish though. I don't think that many people use Maya for modeling, as 3ds max is far more common, I think more people would be interested if it was a 3ds max plugin. Just my 5 cents though.




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#4 6 years ago
I don't think that many people use Maya for modeling, as 3ds max is far more common,

More common for EAW because all the better plugins run with it. But not with all the versions, 7, 8 and 9 if I do not remember bad.

But most of the models from EAW, with exception from the originals, they were not made with 3Dmax at a first place. Maya, Softimage and other programs are the real origin from most of the models.




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#5 6 years ago

I have come across problems with Maya, as it is not designed to use Directx, and would require creating a custom shader to fully support. I plan to start with Max, then add Maya support later. Also, I will only be able to support Max 2010 and 2011 because 2012 no longer supports the EAW shaders.




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#6 6 years ago
Blood Asp;5617297I myself would love a .alo exporter for max 10 (64-bit). I wasn't goign to ask but I figure I would anyway, if you can write plug-ins, would it be possible for you to convert a 32 bit plug-in to a 64 bit?

It is quite easy. I was already intending to do 32 and 64 bit. I will start with 2010, then I will port to 2011.




Blood Asp

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#7 6 years ago
tractussoftware;5617508It is quite easy. I was already intending to do 32 and 64 bit. I will start with 2010, then I will port to 2011.

It's not a .alo plug-in, instead it's a different plug-in. For some reason I can't post the attachment for the plug-in.. it's a max 2010 32-bit .xsi exporter and would like it to be updated for 64-bit... if you wouldn't mind. EDIT - found here at the very top: http://www.maxplugins.de/max2010.php?page=2&range=Import%20/%20Export&bit=96&sort=Author EDIT2 - it's the Battlezone 2 one

EDIT3 - but ah ok, that would be great.




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#8 6 years ago

I could, but I would need the source. The easiest way to get it converted is ask the creator to create a 64 bit version. Even if that fails, a 32 bit version of max uses the same license as a 64 bit, so just install the 32 bit version as well.




Blood Asp

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#9 6 years ago
tractussoftware;5617711I could, but I would need the source. The easiest way to get it converted is ask the creator to create a 64 bit version. Even if that fails, a 32 bit version of max uses the same license as a 64 bit, so just install the 32 bit version as well.

Meh I could, thanks for replying though.




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#10 6 years ago

Thanks for all the feedback. I hope to have Proof of Concept importer supporting skeletons by next week.




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