in2Unity - Geomtry (vertex) animation export from 3dsmax

3ds max script, to help export any geometry(vertex) animation from 3ds max to Unity.

How To Export From Max And Import Into Unity3D !

  • Run Maxscript ( if you don’t know how to run script , please ask google (: or read 3ds max help )

  • Press pick animated object and select Your animated object

  • Edit animation range and step if necessary.

  • Press “Start” to animate.
    Note: Original Object will be hidden and copy of that object will be prepared for export.

  • Select animated object and ALL point helpers.

  • Goto export then select export selected in menu.

  • Export as usual animated object into Your project folder.

3 Likes

What are the point helpers for? It looks like you have one at each vertex. If you have to have one per vertex, do you have a script that generates this for you?

Actually the script is for 3ds max and yes it’s generates that points :wink:

Planned: Dynamic Vertex Count Support

i just brought this this morning It’s a Good script b4vibe appreciate your work , but it did converts every single vertices to a helper point , but i really hope if you could add an option for controlling number of point to be generated

I’ll try to add point controling option and Thanks for your support !

one more thing i want to add as a suggestion and a review at the same time

today i tested your script at per-morphed head animated model , the problem here was that the number of points reached almost to 4000 and above , as if it did covered every single vertices.
beside that it’s impractical to process , but the system memory needs to be extremely big to cover such bone skinning
in my case it almost reached to 7 gb during skinning time

the problem was from the number of helper which needs to be skinned

my suggestion is two one controlling number of helpers to generated , and in case of large object such as faces reference poly rather than vertices

and keep up the great work :wink:

i did create this plugin a year ago , didn’t u get it from me ? :slight_smile:

Good job.

Didn’t know that unity3D team has opened a store …
How can i sell my products?

There is another solution for getting such data to Unity via industry standard point cache files such as .mdd .mc and .pc2 files so works with all 3d packages and there is also an option to use direct vertex animation so greatly reducing memory use. Point Cache « MegaFiers

of course i’m not )
I saw your video and was ammazed with your work ! :wink:

open unity, goto window menu and select Asset Store !

I Got question about your product :slight_smile: if you make like a vertex character animation and you put it in unity. What kind of tags do you get on your mesh? like skinned mesh renderer or anything like that? or just a mesh renderer? And what about the preformance of Vertex animations in unity? also how much draw calls does it produce?

A normal skinned/boned character genarates 3 draw calls im aiming for 1 that could batch :slight_smile: could your product produce that?

A skinned mesh renderer… my script creates bone animation in 3dsmax. Here is a paper page listing example Clip2Net — screen capture tool for Windows, Android, iPad, Mac, Linux Mesh has 290 vertex animated and only one drawcall :slight_smile:

I’ve tryed to export y fbx with your script but instead of doing that: http://desmond.imageshack.us/Himg341/scaled.php?server=341&filename=failjmd.jpg&res=landing
(the bottom part is what is animated)
Just a few vertices got moved instead of all that were moved in 3ds max.

You can detach the animated part.

What versions of Max does this support?

tested on 2010-2013, but it should work on previous versions …

are you planing to release this for maya ? that would be sweeet !

no, sorry (: