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Mattoo
09-22-2002, 10:05 PM
Hi there, does anyone know of a way to export an animated mesh from MAX as an OBJ for each frame taking into account the deformed mesh at each frame.
The fact is we could do it by hand... for every frame :thumbsdow
Or there could be some easy, pre-made script for such a thing :airguitar

The purpose of all this is to get an animated character out of Max into Lightwave. Lightwave has a script available that will load a sequence of OBJs and convert them into a single mesh and derive morph targets from them.

It's a bit of a brawns over brains way of doing it but it would be the only way to get all the funky deformers from Max to translate to Lightwave even if we could get a program to convert the bones information into Lightwave.

Well, anyone know of such a thing?

Bobo
09-22-2002, 10:58 PM
Originally posted by Mattoo
Hi there, does anyone know of a way to export an animated mesh from MAX as an OBJ for each frame taking into account the deformed mesh at each frame.
The fact is we could do it by hand... for every frame :thumbsdow
Or there could be some easy, pre-made script for such a thing :airguitar


Try Snap3DS
http://www.scriptspot.com/bobo/mxs3/3dssnap/3dssnap31.ms

Just enter OBJ instead of 3DS as the extension.
Let me know if you encounter any problems.

Mattoo
09-23-2002, 10:47 PM
Thanks for the prompt reply. It doesn't appear to work with Max 4. I followed your web link within the script and you've got a question mark next to R4 support.
I ran the script and I got a garbled screen behind where the script browser window was and Max becomes unresponsive.

If you could provide a pointer to how to fix this I would be most grateful.

Gonzo The Great
09-25-2002, 01:28 AM
"Chimpanzee's for Hire"
500 S. Buena Street.,
Burbank, CA
91521-8934

Mattoo
09-26-2002, 03:57 PM
?

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