OgreMax Exporter 2.6.3 for 3DS Max and Maya

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OgreMax Exporter 2.6.3 for 3DS Max and Maya

Postby nedelman » 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
Last edited by nedelman on Wed May 28, 2014 5:11 pm, edited 30 times in total.
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Re: OgreMax Scene Exporter 2.0 for 3DS Max, Maya, and XSI

Postby AshMcConnell » Tue Jul 07, 2009 3:10 pm

Fantastic Derek!

Thanks for all your hard work!

All the best,
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Re: OgreMax Scene Exporter 2.0 for 3DS Max, Maya, and XSI

Postby jacmoe » Tue Jul 07, 2009 3:12 pm

Congratulations on a fine release! :D
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I am thrilled to see that you're back. :)
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Re: OgreMax Scene Exporter 2.0 for 3DS Max, Maya, and XSI

Postby GantZ » Tue Jul 07, 2009 8:16 pm

just tested it, the new additions are really awesome (especially the integrated ogre viewport)

many thanks for your hard work, even if the old plugin was already good , you manage to make it even better !
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Re: OgreMax Scene Exporter 2.0 for 3DS Max, Maya, and XSI

Postby Evak » Wed Jul 08, 2009 2:16 am

Very cool indeed :) between this and ofusion pro I think I have all bases covered where 3dsmax is concerned :)
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Re: OgreMax Scene Exporter 2.0 for 3DS Max, Maya, and XSI

Postby TeaBag » Wed Jul 08, 2009 7:02 pm

Great news Derek.

Thank you for all the hard work.

I'll try those new features right away.

Best,
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Re: OgreMax Scene Exporter 2.0 for 3DS Max, Maya, and XSI

Postby nedelman » Thu Jul 09, 2009 9:58 pm

I had a dream, some would call it a fantasy, that the 2.0 release would be perfect. That it would have no bugs, and everything would work exactly as expected.

Obviously that didn't happen.

I've just uploaded a new release that fixes a problem when exporting mesh animations. To anyone who already tried 2.0 and had problems, sorry about that.
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Re: OgreMax Scene Exporter 2.0.1 for 3DS Max, Maya, and XSI

Postby elias_t » Fri Jul 10, 2009 2:23 am

Derek.
Thanks a lot for all your hard work.

Your new release resolved a lot of issues I had with the previous one.

Thanks again!
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Re: OgreMax Scene Exporter 2.0.1 for 3DS Max, Maya, and XSI

Postby evilshadow » Sun Jul 12, 2009 4:45 am

You--are--legend !
Thanks.... 8)
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Re: OgreMax Scene Exporter 2.0.2 for 3DS Max, Maya, and XSI

Postby lawrencealan » Fri Jul 24, 2009 3:54 pm

Is anyone else having issues reaching the OgreMax.com site?
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Re: OgreMax Scene Exporter 2.0.2 for 3DS Max, Maya, and XSI

Postby AshMcConnell » Fri Jul 24, 2009 3:58 pm

Nope, working fine here.
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Re: OgreMax Scene Exporter 2.0.2 for 3DS Max, Maya, and XSI

Postby lawrencealan » Fri Jul 24, 2009 4:08 pm

Looks like XO.net is having some routing issues, guess I'll just wait it out! Thanks!
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Re: OgreMax Scene Exporter 2.0.2 for 3DS Max, Maya, and XSI

Postby AshMcConnell » Fri Jul 24, 2009 4:11 pm

You could perhaps try http://www.opendns.com/ . I'm using it and routing/dns is working correctly
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Re: OgreMax Scene Exporter 2.0.2 for 3DS Max, Maya, and XSI

Postby psquare » Sat Jul 25, 2009 12:47 pm

Hi Derek!
Welcome back. Very, very cool indeed.
Congrats on the newest release and many thanks for your exporter!
:D
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Re: OgreMax Scene Exporter 2.0.2 for 3DS Max, Maya, and XSI

Postby hedphelym » Mon Aug 17, 2009 9:41 am

Fantastic!
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Re: OgreMax Scene Exporter 2.1 for 3DS Max, Maya, and XSI

Postby Paulov » Sat Sep 05, 2009 5:40 pm

hello

I just connected to see how ogre projects where moving, some screen etc...

actually i'm disconected for ogre due to lack of time... but I saw this utility... and wow.. this is looking good

particularly I apreciate as and artis with null skills in programing the addition of the ogre rendering in the viewport.

thanks!
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Re: OgreMax Scene Exporter 2.1 for 3DS Max, Maya, and XSI

Postby Praetor » Mon Sep 07, 2009 5:44 pm

I have finally gotten around to looking at this new version. I love that there is one unified exporter for Max and Maya. This is really really great. Many of my projects are going to benefit from the extensive scene setup features in here. I really like the helper objects. Thanks a lot.
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Re: OgreMax Scene Exporter 2.0.2 for 3DS Max, Maya, and XSI

Postby ispeedonthe405 » Wed Sep 30, 2009 10:36 pm

lawrencealan wrote:Is anyone else having issues reaching the OgreMax.com site?


I can't access the site at all, either from home or from work. Is there a mirror site?
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Re: OgreMax Scene Exporter 2.1 for 3DS Max, Maya, and XSI

Postby nedelman » Wed Sep 30, 2009 11:09 pm

Last month there were some hardware issues with the server that caused the site to be inaccessible. Those issues are resolved though and the site has been up consistently since then.
Last edited by nedelman on Thu Oct 01, 2009 12:54 am, edited 1 time in total.
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Re: OgreMax Scene Exporter 2.1 for 3DS Max, Maya, and XSI

Postby ispeedonthe405 » Wed Sep 30, 2009 11:28 pm

I believe you, but at the same time I live and work in different cities with different service providers and I can't get to your address from either one. In both cases a ping attempt shows me the IP address as 64.69.45.223 but all the actual pings just time out. Entering the IP address directly into a browser also times out.

I find it unlikely that the problem is on (both of) my end(s), so just be aware that all may not be well.

nedelman wrote:Last month there were some hardware issues with the server that caused the site be periodically inaccessible. Those issues resolved though and the site has been up consistently since.
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Re: OgreMax Scene Exporter 2.1 for 3DS Max, Maya, and XSI

Postby nedelman » Thu Oct 01, 2009 1:00 am

I appreciate the heads up. I've emailed my web hosting company regarding this issue.
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Re: OgreMax Scene Exporter 2.1 for 3DS Max, Maya, and XSI

Postby SylHar » Mon Oct 12, 2009 5:38 pm

Hi !

I don't know if it is the best place to report it but I can't use the exporter, it crash. or maya crash I don't know.

I want to convert a file that my application has created, a collada(.dae) file. I though at first that I will try to import it on maya ( no problem) than export it using this exporter.
No luck, it crash every time, no useful error message.
I'm on maya 2008 with winXP.

is it a known issue or something ?
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Re: OgreMax Scene Exporter 2.1 for 3DS Max, Maya, and XSI

Postby Paulov » Mon Oct 12, 2009 8:44 pm

Hi!

the best place is

www.ogremax.com

search for forums >>>

bye!
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Re: OgreMax Scene Exporter 2.1 for 3DS Max, Maya, and XSI

Postby nedelman » Tue Oct 13, 2009 6:22 am

Some issues have been reported with the Maya version of OgreMax. I recommend that you post a more detailed message on the OgreMax forums (www.ogremax.com/forum) along with a file that demonstrates the problem.
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Re: OgreMax Scene Exporter 2.1 for 3DS Max, Maya, and XSI

Postby SylHar » Tue Oct 13, 2009 8:23 am

thank, I will go there
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