3DSMax plugin

From NeoWiki

Table of contents

Introduction

In order to cap the gap between content creation and a running application basing on Evolution engine a tool chain has been implemented for Dicreet's modeling tool 3DSMax versions 5 or later. The tool chain includes an exporter which provides a direct link to 3D model related engine resources such as materials, techniques, shaders, etc thus avoiding the manual setup or adaptation of those resources outside of 3DSMax after every export. Furthermore the tool chain exposes 3DSMax's scripting interface which can been used by those of you interesting in writing own Max scripts for custom-automation steps and other interesting things which need a coupling to graphics related engine resources.

The exporter is tightly integrated into 3DSMax's material editor. Using a NeoMaterial type in 3DSMax allows the setup of engine materials in 3DSMax's material editor and assigning it to model objects. For tweeking existing engine materials or creating new ones you can access the engine's own material editor in 3DSMax's material editor. Both, the engine and 3DSMax tool chain operate on the same material repository, eliminating any inconsistency problems.

Using 3DSMax with NeoEngine

Setting up a material

To setup a material with data specifying engine parameters and bindings you create a NeoMaterial in the material editor of 3DSMax. It acts as a normal 3DSMax material with an added property pane with the NeoEngine integration data. [...]

Setting up object properties

To set engine specific properties on objects you assign a NeoModifier to the object. This modifier holds data specifying which bounding volume to generate and other properties. [...]

Bounding volumes

You can define which bounding volume type to generate for the object using the combobox in the NeoModifier property pane. You can currently select between no volume, an AABB, an OBB or a sphere. You can also select if you want the volume to be animated with the object when exporting animation or to generate a static volume for all exported keyframes and/or base pose. [...]