There are some update on nmaxtoolbox.
- Now, it can solely export animation data file(.nax2 or .nanim2) without .n2 or mesh files.
- Changed to export nskinanimator first so it locates before any ntransformnode or its derived node in .n2 file.
- It now supports ncharacter3skinanimator (but now ncharacter3skinshapenode yet)
- Fixed a few minor bugs around here and there.
- Modified to find 'nmaxtoolbox.ini' file in the '$3dsmax/scripts/nebula2' if it fails to read the file in the '$3dsmax/scripts/plugcfg' directory. Under Vista, the 'plugcfg' directory is located under different directory.
- Now it does not use custom attribute's vertex option. If an artist specify any unknown custom attribute which does not contain vertex option, the plug-in only exports vertex position.
6 comments:
it's works with Max9?
Yes. Currently we use it our art asset pipeline. BTW it needs some minor fix on the engine side to build with the community version of N2 on SourceForge.
Speaking one more thing, to work with current N3's shader code, you should pack vertex components of a mesh(.nvx2) and add meta data field of an animation file(.nax2)
Or you might want to modify shader code not to use packed data.
but it's created for max 8 or what?
with 3dsmax8. But the tookit should work fine in 3dsmax8.
>>BTW it needs some minor fix on the engine side to build with the community version of N2 on SourceForge.
which fix?
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