Exporting data from 3dsMax file

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  1. #1

    Default Exporting data from 3dsMax file

    This is a kind of side problem I have to deal with before I can contiune with
    what I have going in my previous thread.

    I've been reading around and I have realized that for AI pathfinding I'm going
    to go with setting up nodes (dummies in my 3dscene) for the AI to use. So I
    understand I need to export the information concerning the nodes from 3dsmax
    and then store that in a text member in Director? Well... how do I do that?
    Thanks

    Mazuho Guest

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  3. #2

    Default Re: Exporting data from 3dsMax file

    You can write a custom MAXScript in order to read the dummies transforms and
    output them to a XML file.


    Karl Sigiscar Guest

  4. #3

    Default Re: Exporting data from 3dsMax file

    I can't help but see this as a very daunting task. Is this the only way? It
    wouldn't be possible to do it director? I have no experience at all with
    maxscrpting... What I'm thinking is to store all the transforms necessary in a
    text cast member only once, and deactivate the script afterwards. Am I missing
    something completely here?

    Mazuho Guest

  5. #4

    Default Re: Exporting data from 3dsMax file

    Yes, you could just do it in Director. You could export your w3d with only
    the nodes in it, then import that into Director. Create a script that grabs
    the transform info from each of your nodes and stick that into a text
    member.

    --
    Dave -
    Adobe Community Expert
    [url]www.blurredistinction.com[/url]
    [url]www.macromedia.com/support/forums/team_macromedia/[/url]


    DMennenoh Guest

  6. #5

    Default Re: Exporting data from 3dsMax file

    Why would you want to use dummies in the first place?
    Max dummies are normally exported as groups. Don't know if you can use their
    info? But you can always use simple boxes (or even simpler (geometry) objects)
    as your nodes. Store the data in a list and remove/delete your nodes. Or simply
    make them invisible if you still want to keep them for future references.


    PpHammer Guest

  7. #6

    Default Re: Exporting data from 3dsMax file

    Yeah, I thought about doing that.. my pseudo code goes something like this:

    x = number of nodes
    repeat with i = 1 to x
    cast ray out in x and y and count only the nodes hit (if wall is hit don't
    count)
    save all the other nodes hit as neighbor to the casting node
    save the worldposition of node

    It might work no? So I'm only going to execute this script once on every level
    in authoring to get the info I'm after. Please post any comments and
    suggestions you have!

    Mazuho Guest

  8. #7

    Default Re: Exporting data from 3dsMax file

    After a quick glance I think you can retreive usefull data from groups as well.
    Personally I'd still go for simple geometry as nodes in the first place. I
    don't think you'll get much more control with it, but it is easier to work if
    you can see your nodes as objects in your w3d scene. Dummies are not as easy to
    spot.
    The geometry nodes don't have to be there for ever. If everything works fine
    you can always hide/delete (after storing their data) them.

    PpHammer Guest

  9. #8

    Default Re: Exporting data from 3dsMax file

    Very good point Pphammer. For debugging purposes I clearly see the advantage of
    having visible geometry as nodes. Thanks for being a step ahead of me ^^
    I'll have a go at my pseudo for the next few days, if I succeed, I'll add this
    part to the tutorial I'm going to write. Thanks everyone!

    Mazuho Guest

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