What needs to be done with the Plugin?
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Chisaipete
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Re: What needs to be done with the Plugin?
AFAIK .max files from older versions can be imported/converted/opened with newer versions with relative ease (I've taken max 7 files and opened them with 2011/12), but newer versions must be saved as a simpler export format or a "compatibility" version to be opened in the previous version of MAX. (Export only the wire-frames without complex metadata for example.) Now, one of the biggest issues is textures and mapping, the complex things don't easily transfer (i.e. one-button to convert file version)--but that is all something to investigate in more depth now.
Re: What needs to be done with the Plugin?
He didn't say it, but rarified gave me this homework to do, and I'm working on obtaining one or more (legal) SDKs. Yep, I was reminded here to start that just today.
But if someone else gets there first, you'll be my hero.
Perfect speed is being there.
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Chisaipete
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Re: What needs to be done with the Plugin?
What homework? I'd be happy to do some of the footwork for you (I may have already done it, depending on what IT is.JWPlatt wrote:...this homework to do....But if someone else gets there first, you'll be my hero.
As far as obtaining legal SDKs, good luck, I'd like to hear what you find. I know a few helpful reps from Autodesk if you'd like me to try my luck.
Like I said, I've already got a legal new SDK--basically I need to get oriented a bit with that you'd like me to specifically answer/help with and I can get started and get some answers for you guys.
Re: What needs to be done with the Plugin?
Chisaipete, thanks for the efforts... We're looking for a copy of the SDK(s) that can be used on the Foundry host for automated builds to produce ready-to-run plugins or packages that any of the projects can use. If we really stretched things, we could use your machine as a slave host to the Foundry to build Max-related stuff, but there would be a lot of coordination needed, not to mention a certain amount of commitment. 
One of the OpenUru toolsmiths... a bookbinder.
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Chisaipete
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Re: What needs to be done with the Plugin?
From Autodesk Developer Center http://usa.autodesk.com/adsk/servlet/in ... id=7481355:
As of right now, I don't believe there is a open-source or third party SDK replacement--but I haven't looked in a while.
Other thoughts:
It may be possible to use the 3ds plugin code to build a suitable plugin replacement/mirror for a more open source/free 3D modeling system.
At first glance this may be a difficult one to solve, the implication is that if people want to use the plugin, they have to have 3ds Max ($$), but I'll see what else I can find.Compiling plugins for 3ds Max 2010 requires:
An install of 3ds Max 2010 and the included SDK
Visual Studio 2008 SP1
As of right now, I don't believe there is a open-source or third party SDK replacement--but I haven't looked in a while.
Other thoughts:
It may be possible to use the 3ds plugin code to build a suitable plugin replacement/mirror for a more open source/free 3D modeling system.
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Chisaipete
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Re: What needs to be done with the Plugin?
I'm not so worried about the coordination or commitment involved, I'm more worried about my existing license agreements with Autodeskrarified wrote:If we really stretched things, we could use your machine as a slave host to the Foundry to build Max-related stuff, but there would be a lot of coordination needed, not to mention a certain amount of commitment.
Let's explore all options and pick the best route.
Re: What needs to be done with the Plugin?
Agreed, that goes without saying. I'm just popping in to respond in between tax forms this morningChisaipete wrote:I'm more worried about my existing license agreements with Autodesk
One of the OpenUru toolsmiths... a bookbinder.
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Nye_Sigismund
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Re: What needs to be done with the Plugin?
I have to admit, being a student is nice. Free copies of Max. 
Whilst moving over the capabilities of the plugin to other engines is pretty vital, I do think for the time being that getting it working on modern versions of Max is pretty critical. Do that, and everybody who owns a modern Max license suddenly does not have to jump through hoops to get content into Plasma. That's a very good thing considering the number of 3ds Max users out there.
Whilst moving over the capabilities of the plugin to other engines is pretty vital, I do think for the time being that getting it working on modern versions of Max is pretty critical. Do that, and everybody who owns a modern Max license suddenly does not have to jump through hoops to get content into Plasma. That's a very good thing considering the number of 3ds Max users out there.
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Chisaipete
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Re: What needs to be done with the Plugin?
Nye_Sigismund wrote:Free copies of Max.
Within your License Agreement of course.
I agree, I was under the impression that there were more who were using Blender than Max.Nye_Sigismund wrote:Whilst moving over the capabilities of the plugin to other engines is pretty vital, I do think for the time being that getting it working on modern versions of Max is pretty critical. Do that, and everybody who owns a modern Max license suddenly does not have to jump through hoops to get content into Plasma. That's a very good thing considering the number of 3ds Max users out there.
If I were to have my way, the road-map would be as follows:
A) Find someone who legally owns the SDK for Max 7 and build CWE against it, to make sure the plugin still functions as expected, and to have a feature set to check future code builds against.
B) Aww darn, we can't find anyone who legally owns 3ds Max 7, besides *cough* Cyan *cough*. Well, let's comb through the code and get it building with the current Max SDK. Max users rejoice. CWE builds and has a working plugin to Max! Sweet!
C) Port/convert the working Max code into a Blender-compatible plugin (lots of this work is already done in the community). Blender users rejoice. CWE now builds with either Max or Blender plugin! Nice!
Re: What needs to be done with the Plugin?
Interesting point that came up in a discussion I was having elsewhere: It's nothing earth-shattering but I thought it was worth throwing in as a note.
Whatever tools are used (different versions of 3ds Max, Blender, something else) doesn't matter too much as long as the exported age files are compatible with the intended engine, so generally we mean CWE here. Now this is just an "if" - If someone were to have an age adopted by Cyan for MOULa then there might be a requirement that original sources are supplied for maintenance/support, and these might then need to be compatible with Cyan's plugin. Or it could just be "refer to author for fixes".
Just a thought.
Whatever tools are used (different versions of 3ds Max, Blender, something else) doesn't matter too much as long as the exported age files are compatible with the intended engine, so generally we mean CWE here. Now this is just an "if" - If someone were to have an age adopted by Cyan for MOULa then there might be a requirement that original sources are supplied for maintenance/support, and these might then need to be compatible with Cyan's plugin. Or it could just be "refer to author for fixes".
Just a thought.
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