OgreMax Exporter 2.6.3 for 3DS Max and Maya
Posted: Tue Jul 07, 2009 9:13 am
What Is OgreMax?
OgreMax contains a number of scene exporters for 3DS Max, Maya, and Softimage. They export a scene definition as well as the meshes, materials, lights, cameras, and other objects contained within it.
OgreMax also consists of viewers for Windows, OS X, Android/Ouya, and iOS
What 3D Packages Are Supported?
The following are supported:
* 3D Studio Max 2015
* 3D Studio Max 2014
* 3D Studio Max 2013 (32-bit and 64-bit)
* 3D Studio Max 2012 (32-bit and 64-bit)
* 3D Studio Max 2011 (32-bit and 64-bit)
* 3D Studio Max 2010 (32-bit and 64-bit)
* Maya 2015 (Windows and OS X)
* Maya 2014 (Windows and OS X)
* Maya 2013 (32-bit and 64-bit)
* Maya 2012 (32-bit and 64-bit)
* Maya 2011 (32-bit and 64-bit)
* Maya 2010 (32-bit and 64-bit)
What Ogre3D Versions Are Supported?
* Ogre 3D 1.8.x
* Ogre 3D 1.7.x
What Are Some Of The Features?
1)Support for3DS Max, Maya and Softimage/XSI
2)Real-Time scene viewports - You can now view your scene within Max/Maya/XSI using the Ogre3D renderer. This simplifies the creation of Ogre materials since you can now see them change in real-time, as they are applied to your objects. This is also helpful when configuring the fog and shadow settings.
3)Completely rewritten mesh animation export - The most common problem people have when exporting is with mesh animations. The export process for meshes and animations has been completely redone to address this.
4)Enhanced merging - You can now merge meshes with different types of animations, different pivots, even different primitive types. This feature was unreliable in earlier versions of OgreMax but it is now very powerful.
5)Launch OgreMax viewers automatically - Having real-time viewports within Max/Maya/XSI is nice, but you need to load your data into a viewer to see what it really looks like. This is especially important for things that cannot be presented in the real-time viewports, such as merging and bone exclusions (for skeleton animations). Now, a viewer can be configured to run automatically after a scene is exported.
6)Material user data - Similar to how you can create custom data classes for the object and scene settings, OgreMax materials now have their own user data.
7)Animated skies - Node animations are now exported for the different sky types.
8)Export status dialog - For scenes that take a long time to export, you can now see the progress of the export.
9)Smarter dialogs - The scene and object settings dialogs are now resizable and remember which tab page you had previous selected. This is a minor thing, but is helpful nonetheless.
10)And other stuff...
Where Can I Download It?
The same place as always: http://www.ogremax.com/downloads
Be sure to update your DirectX drivers, as the OgreMax 2.0 tools depend on the February 2010 DirectX runtimes. These can be downloaded from the downloads page.
That's About It...
Any general comments or questions, such as about what's supported in this latest release, feel free to post here.
-Derek
OgreMax contains a number of scene exporters for 3DS Max, Maya, and Softimage. They export a scene definition as well as the meshes, materials, lights, cameras, and other objects contained within it.
OgreMax also consists of viewers for Windows, OS X, Android/Ouya, and iOS
What 3D Packages Are Supported?
The following are supported:
* 3D Studio Max 2015
* 3D Studio Max 2014
* 3D Studio Max 2013 (32-bit and 64-bit)
* 3D Studio Max 2012 (32-bit and 64-bit)
* 3D Studio Max 2011 (32-bit and 64-bit)
* 3D Studio Max 2010 (32-bit and 64-bit)
* Maya 2015 (Windows and OS X)
* Maya 2014 (Windows and OS X)
* Maya 2013 (32-bit and 64-bit)
* Maya 2012 (32-bit and 64-bit)
* Maya 2011 (32-bit and 64-bit)
* Maya 2010 (32-bit and 64-bit)
What Ogre3D Versions Are Supported?
* Ogre 3D 1.8.x
* Ogre 3D 1.7.x
What Are Some Of The Features?
1)Support for3DS Max, Maya and Softimage/XSI
2)Real-Time scene viewports - You can now view your scene within Max/Maya/XSI using the Ogre3D renderer. This simplifies the creation of Ogre materials since you can now see them change in real-time, as they are applied to your objects. This is also helpful when configuring the fog and shadow settings.
3)Completely rewritten mesh animation export - The most common problem people have when exporting is with mesh animations. The export process for meshes and animations has been completely redone to address this.
4)Enhanced merging - You can now merge meshes with different types of animations, different pivots, even different primitive types. This feature was unreliable in earlier versions of OgreMax but it is now very powerful.
5)Launch OgreMax viewers automatically - Having real-time viewports within Max/Maya/XSI is nice, but you need to load your data into a viewer to see what it really looks like. This is especially important for things that cannot be presented in the real-time viewports, such as merging and bone exclusions (for skeleton animations). Now, a viewer can be configured to run automatically after a scene is exported.
6)Material user data - Similar to how you can create custom data classes for the object and scene settings, OgreMax materials now have their own user data.
7)Animated skies - Node animations are now exported for the different sky types.
8)Export status dialog - For scenes that take a long time to export, you can now see the progress of the export.
9)Smarter dialogs - The scene and object settings dialogs are now resizable and remember which tab page you had previous selected. This is a minor thing, but is helpful nonetheless.
10)And other stuff...
Where Can I Download It?
The same place as always: http://www.ogremax.com/downloads
Be sure to update your DirectX drivers, as the OgreMax 2.0 tools depend on the February 2010 DirectX runtimes. These can be downloaded from the downloads page.
That's About It...
Any general comments or questions, such as about what's supported in this latest release, feel free to post here.
-Derek