Octopus for 3dsmax
- psyclonist
- OGRE Expert User

- Posts: 286
- Joined: Fri Nov 01, 2002 3:54 pm
- Location: Berlin & Nuremberg, Germany
- x 1
- Contact:
Octopus for 3dsmax
Simba, the author, submitted a readme explaining the basic usage of Octopus. After more than 500 downloads and quite a few requests for at least a small teaser of a manual, I took the chance and opened a thread for Octopus. Maybe other people find it useful, too.
If you've got questions regarding the Octopus exporter try to keep them in this thread.
Download
Grab it at http://www.yake.org in the Downloads section.
Manual
Can be found either at http://www.yake.org in the Downloads section or in the YAKE Documentation and Users Wiki (IMHO, nicer due to reformatting).
What is the Octopus?
The Octopus is a collection of 3dsmax plugin scripts and additional utilities. It enables the artist to add OGRE specific information on materials, meshes etc export complete scenes into more or less standardized file formats.
Plugins include various material plugins, per-mesh modifiers, physics modifiers (geometry & bodies & joints), YAKE object modifier.
Utilities include an OGRE material previewer (present in the material editor).
What does it export?
Meshes are exported as OGRE mesh files, materials as OGRE material files. Scenes are exported in the dotScene format. Physics information is exported in the XODE format. YAKE specific information is stored in dotLink and dotModel files.
HTH,
psy
PS: Thanks to Simba and mj!
If you've got questions regarding the Octopus exporter try to keep them in this thread.
Download
Grab it at http://www.yake.org in the Downloads section.
Manual
Can be found either at http://www.yake.org in the Downloads section or in the YAKE Documentation and Users Wiki (IMHO, nicer due to reformatting).
What is the Octopus?
The Octopus is a collection of 3dsmax plugin scripts and additional utilities. It enables the artist to add OGRE specific information on materials, meshes etc export complete scenes into more or less standardized file formats.
Plugins include various material plugins, per-mesh modifiers, physics modifiers (geometry & bodies & joints), YAKE object modifier.
Utilities include an OGRE material previewer (present in the material editor).
What does it export?
Meshes are exported as OGRE mesh files, materials as OGRE material files. Scenes are exported in the dotScene format. Physics information is exported in the XODE format. YAKE specific information is stored in dotLink and dotModel files.
HTH,
psy
PS: Thanks to Simba and mj!
- semicolon
- Halfling
- Posts: 94
- Joined: Sun Jul 04, 2004 4:42 pm
- Location: Bangkok, Thailand
- Contact:
- Banania
- Gremlin
- Posts: 150
- Joined: Wed Oct 20, 2004 2:35 pm
- Location: Paris, France
- Contact:
Very impressive piece of work !
I just stop by to send my congratulations to mj and Simba. The work that has been done on this exporter is truly amazing. Achieving something so complex with MAXscript is no small performance, trust me.
There are a lot of good ideas, especially the mesh modifiers and the material export part that are very cool.
Keep up with the good work....
I just stop by to send my congratulations to mj and Simba. The work that has been done on this exporter is truly amazing. Achieving something so complex with MAXscript is no small performance, trust me.
There are a lot of good ideas, especially the mesh modifiers and the material export part that are very cool.
Keep up with the good work....
Banania
- psyclonist
- OGRE Expert User

- Posts: 286
- Joined: Fri Nov 01, 2002 3:54 pm
- Location: Berlin & Nuremberg, Germany
- x 1
- Contact:
- Banania
- Gremlin
- Posts: 150
- Joined: Wed Oct 20, 2004 2:35 pm
- Location: Paris, France
- Contact:
Right now, I am working with it rather than working on it. But I am still around if someone needs help.....psyclonist wrote:I hope you do the same Twisted Evil
So, unless someone come up with a good idea I did not think of, I am not going to add new functionalities in the near future (not until Sinbad implements morph animation
There is one exception however : full max7 support. So far, I tested the script on max7 and it seems to work but it was with the trial version. So, no SDK which means I could not recompile the Physique Interface for maxscript and so I can't export bipeds....
If I can get my hands on a full max7 version long enough to do that, that would be great but I don't see that happening any time soon. Unless some max7 user can do this....
EDIT: I just realized that the physique interface for max6 is working with max7. This is highly unexpected but is great news....
Last edited by Banania on Mon Dec 06, 2004 2:24 pm, edited 1 time in total.
Banania
- semicolon
- Halfling
- Posts: 94
- Joined: Sun Jul 04, 2004 4:42 pm
- Location: Bangkok, Thailand
- Contact:
-
MikeF
- Gnoblar
- Posts: 11
- Joined: Sun Nov 21, 2004 2:20 am
absolutely excellent tool, just getting a small problem, everything i open in the standard ogre meshviewer after exporting is almost microscopic, and i cant zoom in on it. I tried running the viewer that came with octopus but got the following error
Error#: 7
Function:filesystem::load
Description: ccannot find folder e:\3dsmax6\maps\reflection
File: \nikita\projects\ogre\ogrenew\plugins\filesystem\src\filesystem.cpp
Line: 423
Stack unwinding <<Beginning of stack>>
Error#: 7
Function:filesystem::load
Description: ccannot find folder e:\3dsmax6\maps\reflection
File: \nikita\projects\ogre\ogrenew\plugins\filesystem\src\filesystem.cpp
Line: 423
Stack unwinding <<Beginning of stack>>
- psyclonist
- OGRE Expert User

- Posts: 286
- Joined: Fri Nov 01, 2002 3:54 pm
- Location: Berlin & Nuremberg, Germany
- x 1
- Contact:
- semicolon
- Halfling
- Posts: 94
- Joined: Sun Jul 04, 2004 4:42 pm
- Location: Bangkok, Thailand
- Contact:
- psyclonist
- OGRE Expert User

- Posts: 286
- Joined: Fri Nov 01, 2002 3:54 pm
- Location: Berlin & Nuremberg, Germany
- x 1
- Contact:
- Banania
- Gremlin
- Posts: 150
- Joined: Wed Oct 20, 2004 2:35 pm
- Location: Paris, France
- Contact:
What are you trying to achieve by merging two .xml into one mesh file ?MikeF wrote:managed to get it working using the standard meshviewer eventually. just have a quick question now. IS there any way to merge two seperately exported xml files into one before converting to .mesh?
Thanks for the help
Wouldn't it be a lot easier to merge the two objects before exporting ?
Banania
- semicolon
- Halfling
- Posts: 94
- Joined: Sun Jul 04, 2004 4:42 pm
- Location: Bangkok, Thailand
- Contact:
Hi,
I could finally config it to work. I am playing with it a little bit to learn how to use it. I saw the funtions about BSP file format. Is Octopus able to export BSP file as well? If so, this would be very lovely for future game development.
Ahh... I wanna write down the steps for the newbies. Do you think that would be useful?
Thanks a lot for all the help above.
Semicolon
I could finally config it to work. I am playing with it a little bit to learn how to use it. I saw the funtions about BSP file format. Is Octopus able to export BSP file as well? If so, this would be very lovely for future game development.
Ahh... I wanna write down the steps for the newbies. Do you think that would be useful?
Thanks a lot for all the help above.
Semicolon
"Nature is the mother of learning"
- psyclonist
- OGRE Expert User

- Posts: 286
- Joined: Fri Nov 01, 2002 3:54 pm
- Location: Berlin & Nuremberg, Germany
- x 1
- Contact:
Not that I know of... IIRC, there's a script plugin for 3dsmax designed especially for creating BSP geometry...semicolon wrote:I could finally config it to work. I am playing with it a little bit to learn how to use it. I saw the funtions about BSP file format. Is Octopus able to export BSP file as well?
Yes, of course! I'd be happy to add it this to the Octopus Wiki entry.semicolon wrote:Ahh... I wanna write down the steps for the newbies. Do you think that would be useful?
-psy
- semicolon
- Halfling
- Posts: 94
- Joined: Sun Jul 04, 2004 4:42 pm
- Location: Bangkok, Thailand
- Contact:
Hi psyclonist,
Here you go... I think for the quick installation guide of Octopus, I will just write it down some steps first. But if I could clear up my current and urgent work I will create the more complete one with image demonstration.
Octopus installation process:
1. Once you download the Octopus file from http://www.yake.org Unzip the file to C:\3DSMAX\scripts (I assume that you have your 3DSMAX installed on drive C.)
2. Run 3DSMAX and go to MAXScript/Run Script...
3. Browse C:\3dsmax\scripts\octopus\macros
4. Choose "OctopusToolbar.mcr", and there is nothing appears.
5. Go to Customize/Customize User Interface, click on Toolbars tab and choose "Octopus Extensions" from the Category pull-down menu.
6. You will see an icon named "Export scene to Octopus". Put that icon on the new tab with the name, "Octopus Exporter". (or any name you wish.)
7. Click on the "Export scene to Octopus" icon, open OctopusScript.ini. There are a few things to be corrected.
8. The following lines are supposed to point to your Octopus directory.
[Directories]
XMLConverterPath=C:\3dsmax\scripts\octopus\exe
OgreViewerExePath=C:\3dsmax\scripts\octopus\viewer
OgreViewerMediaPath=C:\3dsmax\scripts\octopus\viewer
9. There are three files concerning the problems I've experienced after running the Octopus script.
9.1 resources.cfg = This file points to reflection map in 3DSMAX. If your viewer pops up the window saying anything about reflection map, you should come here to check the path.
9.2 media.cfg = This file says the name of the sample mesh for real-time Orge material viewer in 3DSMAX. IF you have any problem about sample mesh when you run the material viewer in 3DSMAX, you should come here to check the file name. However if you don't tweak any files from the Octopus zipped file, you shouldn't have this problem.
9.3 orge.cfg = This file configures your Viewer, you should check the rendering device specification before using it. Match the name with your display card, or you cannot open up the material viewer in 3DSMAX. The viewer will keep poping up saying something about D3D9 file system error.
That's pretty much it as far as I know about installation.
Any added comments are more than welcome.
Semicolon
Here you go... I think for the quick installation guide of Octopus, I will just write it down some steps first. But if I could clear up my current and urgent work I will create the more complete one with image demonstration.
Octopus installation process:
1. Once you download the Octopus file from http://www.yake.org Unzip the file to C:\3DSMAX\scripts (I assume that you have your 3DSMAX installed on drive C.)
2. Run 3DSMAX and go to MAXScript/Run Script...
3. Browse C:\3dsmax\scripts\octopus\macros
4. Choose "OctopusToolbar.mcr", and there is nothing appears.
5. Go to Customize/Customize User Interface, click on Toolbars tab and choose "Octopus Extensions" from the Category pull-down menu.
6. You will see an icon named "Export scene to Octopus". Put that icon on the new tab with the name, "Octopus Exporter". (or any name you wish.)
7. Click on the "Export scene to Octopus" icon, open OctopusScript.ini. There are a few things to be corrected.
8. The following lines are supposed to point to your Octopus directory.
[Directories]
XMLConverterPath=C:\3dsmax\scripts\octopus\exe
OgreViewerExePath=C:\3dsmax\scripts\octopus\viewer
OgreViewerMediaPath=C:\3dsmax\scripts\octopus\viewer
9. There are three files concerning the problems I've experienced after running the Octopus script.
9.1 resources.cfg = This file points to reflection map in 3DSMAX. If your viewer pops up the window saying anything about reflection map, you should come here to check the path.
9.2 media.cfg = This file says the name of the sample mesh for real-time Orge material viewer in 3DSMAX. IF you have any problem about sample mesh when you run the material viewer in 3DSMAX, you should come here to check the file name. However if you don't tweak any files from the Octopus zipped file, you shouldn't have this problem.
9.3 orge.cfg = This file configures your Viewer, you should check the rendering device specification before using it. Match the name with your display card, or you cannot open up the material viewer in 3DSMAX. The viewer will keep poping up saying something about D3D9 file system error.
That's pretty much it as far as I know about installation.
Any added comments are more than welcome.
Semicolon
"Nature is the mother of learning"
-
MikeF
- Gnoblar
- Posts: 11
- Joined: Sun Nov 21, 2004 2:20 am
Because both peices have animations using cloned rigs, and i cannot attach them in max without loosing the skin modifier on one of the peices.Banania wrote:What are you trying to achieve by merging two .xml into one mesh file ?MikeF wrote:managed to get it working using the standard meshviewer eventually. just have a quick question now. IS there any way to merge two seperately exported xml files into one before converting to .mesh?
Thanks for the help
Wouldn't it be a lot easier to merge the two objects before exporting ?
- Banania
- Gremlin
- Posts: 150
- Joined: Wed Oct 20, 2004 2:35 pm
- Location: Paris, France
- Contact:
Alright. I know this problem but I am afraid there is no easy way to do that.MikeF wrote:Because both peices have animations using cloned rigs, and i cannot attach them in max without loosing the skin modifier on one of the peices.Banania wrote:What are you trying to achieve by merging two .xml into one mesh file ?MikeF wrote:managed to get it working using the standard meshviewer eventually. just have a quick question now. IS there any way to merge two seperately exported xml files into one before converting to .mesh?
Thanks for the help
Wouldn't it be a lot easier to merge the two objects before exporting ?
Although it would certainly be possible to do a tool that does just what you need, it would probably be a pain in the arse to figure out the merging process because bones and vertices migt have different indices in the two parts.
Banania
-
SamH
- Gnoblar
- Posts: 6
- Joined: Mon Dec 13, 2004 5:24 pm
- Location: UK
Additional Instructions
Further to Semicolons installation process....
If you have previously installed the original Ogre exporter you will have problems when you try to run octopus...
My solution is to rename initOgreTools.ms initOgreTools.ms.BAK and restart Max. This will ensure that only Octopus is running and not the original.
After this make sure the MAX file you are using doesn't have any Ogre materials used on any objects or in the Mat editor. Save and reload the file and Octopus should work fine.
You should be able to switch between either set of tools by renaming the the startup script of the one you don't wish to use with a .BAK extension.
Cheers to all you exporter coders, I don't know what I'd do without you....
S
If you have previously installed the original Ogre exporter you will have problems when you try to run octopus...
My solution is to rename initOgreTools.ms initOgreTools.ms.BAK and restart Max. This will ensure that only Octopus is running and not the original.
After this make sure the MAX file you are using doesn't have any Ogre materials used on any objects or in the Mat editor. Save and reload the file and Octopus should work fine.
You should be able to switch between either set of tools by renaming the the startup script of the one you don't wish to use with a .BAK extension.
Cheers to all you exporter coders, I don't know what I'd do without you....
S
- Banania
- Gremlin
- Posts: 150
- Joined: Wed Oct 20, 2004 2:35 pm
- Location: Paris, France
- Contact:
Re: Additional Instructions
I guess there are some name conflicts somewhere..... we should look into this someday...SamH wrote:If you have previously installed the original Ogre exporter you will have problems when you try to run octopus...
Banania
- psyclonist
- OGRE Expert User

- Posts: 286
- Joined: Fri Nov 01, 2002 3:54 pm
- Location: Berlin & Nuremberg, Germany
- x 1
- Contact:
- semicolon
- Halfling
- Posts: 94
- Joined: Sun Jul 04, 2004 4:42 pm
- Location: Bangkok, Thailand
- Contact:
- semicolon
- Halfling
- Posts: 94
- Joined: Sun Jul 04, 2004 4:42 pm
- Location: Bangkok, Thailand
- Contact:
- psyclonist
- OGRE Expert User

- Posts: 286
- Joined: Fri Nov 01, 2002 3:54 pm
- Location: Berlin & Nuremberg, Germany
- x 1
- Contact:
Octopus exports to .scene files. It does not do BSP.
There's a maxscript based level editor which supports export to BSP. It requires a specific modelling technique, though. I don't have the name but it's a freely available script and a search on one of the 3dsmax-oriented plugin sites should give you nice results.
-psy
There's a maxscript based level editor which supports export to BSP. It requires a specific modelling technique, though. I don't have the name but it's a freely available script and a search on one of the 3dsmax-oriented plugin sites should give you nice results.
-psy
- haust
- Gnoblar
- Posts: 14
- Joined: Tue Nov 26, 2002 6:26 am
- Location: near paris, france
