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How to make a model in 3dsmax with SubEntities?

Posted: Thu Apr 13, 2006 5:55 am
by gerds
I've spent some time trying to work out how to make a model (any model) in 3dsmax with named subentities and I just can't figure it out.

Basically I want to be able to turn pieces of the model on and off by the part name using something like getSubEntity("head")->setVisible(false).

Can someone explain how to do this, or post an example of any .max model that has named subentities.

The problems I'm having are:
- When I select a mesh to export in max it wont let me select the "whole model", I'm forced to select only part of the model.
- I've tried to create a dummy point, and "link" all the parts to that point but you can't select a point to export.
- I've tried grouping the parts but that doesn't have any effect either, I still have to select one part of the mesh to export from.

Is this a limitation of the 3dsmax exporter?

Posted: Thu Apr 13, 2006 6:24 am
by xavier
Use my work-in-progress plugin exporter at

http://www.clashofsteel.net/xavier/OgreExporter.dle

It will appear in the File-->Export and File-->Export Selected menus.

It's the only exporter right now that will export multiple submeshes into a single file. Neither the MaxScript exporter nor the oFusion plugin will do that.

Posted: Thu Apr 13, 2006 6:38 am
by gerds
Thanks a heap :)

I just tried it on this machine (with Max 5.1) and it woudln't load (wrong version of max it thinks).

Does the plugin only work for Max 6/7/8?
If so I'll give that a try later in the day when I can get access to a Max 8 licence.

Posted: Thu Apr 13, 2006 7:21 am
by xavier
Good point...I do believe that the Max 7 SDK that I was using only works with 6/7/8. Good for me to find out that it doesn't work with 5.x as suspected, but bad on your end. :(

Posted: Thu Apr 13, 2006 9:15 am
by Corben
AFAIK assigning different materials to the parts of the mesh creates the submeshes with the exporter... But then I don't know how to give them the names you want!

Anyway investigate this solution! :)

Posted: Thu Apr 13, 2006 10:56 am
by gerds
Oh my, I can't thank you enough.

I tried your exporter with 3dsmax8 and it worked first time :)

I created a signal entity with multiple lights on it (ie: parts)
and I'm able to turn the parts on and off using the part namings
in the 3dsmax model.

Should this exporter be added to the ogre downloads page?
It is extremely useful, certainly our project cannot use ogre
without it (changing from 3dsmax to something else is not feasible).

Thanks again :)

Posted: Thu Apr 13, 2006 3:54 pm
by xavier
It will replace the MaxScript exporter once it's done; that will be once it supports all of the animation types (including pose animation). The material and mesh stuff is pretty much done, though. I'm glad you found it useful, though; that's impetus to keep working on it. :)

Posted: Wed May 24, 2006 7:57 am
by gerds
How far off is this exporter from being added to ogre?

I've noticed the exported texture coordinates are kind of screwed with the models I am trying. Also I need to be able to export entities with named parts that use basic animation.

If you've got a work in progress version I'd be happy to give it a go ;)

D-day is approaching quickly for the project I'm working on, so if I can't get ogre working very soon, I'm going to have to use something else :(

Posted: Wed May 24, 2006 8:01 am
by gerds
Are there other ways around my 3dsmax problems?

Something like... save it as a .3ds file, load it in to milkshape, and use the milkshape exporter (does that work with named parts and animations?)