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3dsmax Plugin

The SceneEngine 3dsmax plugin is an import/export plugin that saves and loads *.sceng scenes.

To export a .sceng file go to:

File > Export... or File > Export Selected...

And in the Select File to Export dialog box select SceneEngine exporter (*.SCENG,*.SCN) in Save as type.

To import a .sceng file go to:

File > Import...

And in the Select File to Import dialog box select SceneEngine (*.SCENG,*.SCN) in Files of type.

Contents

Installation

At the moment there are no SceneEngine installers. You'll have to copy the files yourself.

SceneEngine's plugin for max file is named SceneEngine.dle. Locate this file and copy it to your 3dsmax plugins path.

C:\Program Files\Autodesk\3ds Max 9\plugins\SceneEngine.dle

System Files

The folder system from the package contains the system files that are needed to run SceneEngine tools. This files can be copied to the Windows Sytem32 folder, or they can be installed by their original packages:

For boost, select Visual C++ 7.1 and 8.0 Multithread.

Current Issues

In some systems we have found that all SceneEngine dll files and some system files need to be copied to this folder too.

C:\Program Files\Autodesk\3ds Max 9\plugins\gmt.dll
C:\Program Files\Autodesk\3ds Max 9\plugins\bmmlib.dll
C:\Program Files\Autodesk\3ds Max 9\plugins\sceng_util.dll
C:\Program Files\Autodesk\3ds Max 9\plugins\sceng_mesh.dll
C:\Program Files\Autodesk\3ds Max 9\plugins\sceng_base.dll
C:\Program Files\Autodesk\3ds Max 9\plugins\sceng_objects.dll
C:\Program Files\Autodesk\3ds Max 9\plugins\sceng_materials.dll
C:\Program Files\Autodesk\3ds Max 9\plugins\sceng_modifiers.dll
C:\Program Files\Autodesk\3ds Max 9\plugins\msvcm80.dll
C:\Program Files\Autodesk\3ds Max 9\plugins\msvcp80.dll
C:\Program Files\Autodesk\3ds Max 9\plugins\msvcr80.dll
C:\Program Files\Autodesk\3ds Max 9\plugins\Microsoft.VC80.CRT.manifest
C:\Program Files\Autodesk\3ds Max 9\plugins\boost_filesystem-vc71-mt-1_34_1.dll
C:\Program Files\Autodesk\3ds Max 9\plugins\boost_filesystem-vc80-mt-1_34_1.dll
C:\Program Files\Autodesk\3ds Max 9\plugins\boost_thread-vc71-mt-1_34_1.dll
C:\Program Files\Autodesk\3ds Max 9\plugins\boost_thread-vc80-mt-1_34_1.dll

After 3dsmax loads the first time, this files can be deleted.

Supported Features

Hierarchy Nodes

image:Green_bullet.gif Hierarchy Structure

image:Green_bullet.gif Transforms


Meshes

Both TriMeshes and PolyMeshes are supported by a SceneEngine class.

image:Green_bullet.gif Vertices

image:Green_bullet.gif Faces

image:Green_bullet.gif UVW Maps

image:Green_bullet.gif Material IDs

image:Green_bullet.gif Smoothing Groups


Splines

image:Orange_bullet.gif Bezier Splines


Primitive Objects

image:Green_bullet.gif Box

image:Green_bullet.gif Sphere

image:Green_bullet.gif Torus


Materials

image:Green_bullet.gif Multi Materials

image:Amber_bullet.gif Standard Material

image:Green_bullet.gif Mix Material

image:Green_bullet.gif Blend Material


Textures

image:Green_bullet.gif Multi Materials

image:Green_bullet.gif Bitmap Texture

image:Green_bullet.gif UVW 2D Coordinates

image:Green_bullet.gif Noise Texture

image:Green_bullet.gif Wood Texture

image:Green_bullet.gif UVW 3D Coordinates

image:Green_bullet.gif Composite Texture ( TextureLayers )

image:Green_bullet.gif Mix Texture

image:Green_bullet.gif Mask Texture


Controllers

Basic are supported, but in general animation is not supported yet.

image:Amber_bullet.gif Position-Rotation-Scale controller

image:Amber_bullet.gif Point 3 controller

image:Amber_bullet.gif Float controller


3rd Party Plugins

image:Amber_bullet.gif Simbiont Material

image:Green_bullet.gif Simbiont Texture


Legend

image:Green_bullet.gif Supported Features

image:Amber_bullet.gif Under Development

image:Orange_bullet.gif Planning

image:Red_bullet.gif Not planned

Notes

Object Offset

3dsmax uses an additional Matrix3 as an offset between the node transform and the object transform. This is known as the object offset, and it can be edited going to Hierarchy > Pivot > Affect Pivot Only and Hierarchy > Pivot > Affect Object Only. SceneEngine doesn't support object offset.

Exporting the Object Offset proved to be extremely difficult. The first solution was to apply the object offset to the raw objects, like PolyMesh or TriMesh, but this solution doesn't work for primitive objects like BoxObject.

The current solution is to export two nodes, a null node with the node transform, and a second node with the object offset. This second node holds the object and the material too.

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