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Added 1.7 release files
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Neil Jedrzejewski committed Jul 3, 2019
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7 changes: 7 additions & 0 deletions CHANGELOG.md
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## Changelog

### 1.7
* Deprecated support for older 3DS Max versions.
* Added support for Max 2017, 2018 & 2019
* Re-written code for full Unicode support.
* Added alternate UV channel export option and added to Maxscript interface.
* Added native export of CAT parent, hub and bone objects in Max 2018 & 2019.

### 1.6
* Fixed issues with GUI layout.
* Added tool-tip help for export options.
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7 changes: 4 additions & 3 deletions Maxscript/smdbatch.ms
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-- // Invoke the SMD exporter with the WBSMDExport() function and the following parameters.
-- // Note that you must include all parameters with your function call.
-- //
-- // WBSMDExport [strFilename] [bExportSelected] [nSMDType] [bHL1Format] [nStartFrame] [nEndFrame] [bReverseAnim] [bKeyFramesOnly] [bBookendKeys] [bSkipNonRenderable]
-- // WBSMDExport [strFilename] [bExportSelected] [nSMDType] [bHL1Format] [nUVChannel] [nStartFrame] [nEndFrame] [bReverseAnim] [bKeyFramesOnly] [bBookendKeys] [bSkipNonRenderable]
-- //
-- // Paramters:
-- //
-- // [strFilename] should be a string. The path and filename you want to export e.g "c:\myfile\reference.smd"
-- // [bExportSelected] should be true or false. Set this if you want to export only the selected objects.
-- // [nSMDType] should be a number. Set for the type of SMD file you want to create. 0 = Reference, 1 = Sequence.
-- // [bHL1Format] should be true or false. Set if you want to use HL1 format SMD files.
-- // [nUVChannel] which UV Channel to use for the export
-- // [nStartFrame] should be a number. The start frame of your animation sequence.
-- // [nEndFrame] should be a number. The end frame of your animation squence.
-- // [bReverseAnim] should be true or false. Use to export your animation sequence in reverse.
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-- // Export a reference SMD

WBSMDExport "c:\myfiles\reference.smd" false 0 false 0 0 false false false false
WBSMDExport "c:\myfiles\reference.smd" false 0 false 1 0 0 false false false false

-- // Export a sequence SMD

WBSMDExport "c:\myfiles\reference.smd" false 1 false 0 30 false false false false
WBSMDExport "c:\myfiles\reference.smd" false 1 false 1 0 30 false false false false

21 changes: 11 additions & 10 deletions README.md
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Expand Up @@ -10,7 +10,9 @@ This plug-in allows 3D Studio Max to export SMD format files used primarily in H
* Supports Skin and Physique modifiers.
* Supports Biped bone export.
* Supports use of Dummy and Point helpers as bones (Skin Modifier Only)
* Exports CAT bones as SMD bones (Max 2018 onwards)
* Uses material name when diffuse texture is not assigned.
* Optional exporting of different UV channel.
* Optional exporting of an animation sub-range.
* Optional reversing of animation on export.
* Optional exporting of keyframes only.
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* Batch export mode via Maxscript.

## Supported versions
* 3DS Max 9 - 32/64bit
* 3DS Max 2008 - 32/64bit
* 3DS Max 2009 - 32/64bit
* 3DS Max 2010 - 32/64bit
* 3DS Max 2011 - 32/64bit
* 3DS Max 2012 - 32/64bit
* 3DS Max 2017 - 64bit
* 3DS Max 2018 - 64bit
* 3DS Max 2019 - 64bit

Older versions of 3DS Studio Max not shown in this list may be supported in previous releases.

## Installation
32-bit versions of the plug-in are named `SMDExport.dle`, 64-bit versions `SMDExportx64.dle`. Copy the correct version for your edition of 3D Studio Max into your 3DS Max plug-ins folder and re-start.
Copy the `SMDExport.dle` file for the correct version for your edition of 3D Studio Max into your 3DS Max plug-ins folder and re-start.

## Basic usage
Once installed, using the *Export* option of the File menu you should find *Source SMD* as an option. You can use regular *Export* which will export everything visible in the scene or *Export Selected* to only export selected items.
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## Tips & tricks

* For Max 2018 onwards, CAT parent, hub and bone nodes will be exported automatically as SMD bone nodes. For Max 2017, make the CAT bones "non-renderable" to avoid the CAT bones mesh being exported.

* Don't mirror bones using the *Tools->Mirror* method. Use *Animation->Bone Tools->Mirror*. If you don't use the later method your bone axies become flipped resulting in broken animation exports. You'll see a warning in the export window if any of your bones are mirrored incorrectly.

* In addition to bones, each mesh also exports an extra "mesh bone" corresponding to the meshes own origin. These unused bones are stripped out by the model compiler and can be ignored. However, if you export a mesh that uses a Skin or Physique modifier and fail to unhide or select the bones it uses for weighting, every vertex weight for that mesh will be assiged to the mesh bone instead.
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* In HL1 format only one vertex weight per bone is allowed. If more than one is assigned the exporter looks for the bone with the greatest influence and normalises it's weight to 1.0.

## Known Issues

* Some object types, such as nVidia collision hulls cause the exporter to crash.
* On rare occasions, a mesh which has been merged from another may stall the exporter.

## Legal

### Author
This software was created by and is © 2011 Neil "Jed" Jedrzejewski
This software was created by and is © 2018 Neil "Jed" Jedrzejewski

### License & Warranty

The content owner grants a non-exclusive, perpetual, personal use license to view, download, display, and copy the content, subject to the following restrictions:

1. The content is licensed for personal and non-profit use only, not commercial use. The content may not be used in any way whatsoever in which you charge money, collect fees, or receive any form of remuneration for commercial gain. The content may not be resold, relicensed, sub-licensed, rented, leased, or used in advertising.
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