I am interested in licensing your source code for the b3d pipeline exporter. I want to design my own exporter for 3ds max, and need a framework to build on. Would this be possible?
To the developer of B3D Pipeline
Miscellaneous Forums/General Discussion/To the developer of B3D Pipeline The guy you're looking for is 'Pudding', afaik he went AWOL about 2 years ago :(
HE works for a commercial game dev and said B3D pipeline was a prototye for their in house exporter. On numerous occasions stated that he can't sell the source, and stopped working on pipeline a couple of years ago. I do know he started a general purpose XML based pipeline 2, but havent heard from him in ages.
He did joing the SOW forums not so long ago though. So he is alive and kicking still, and playing with the ofusion Ogre Exporter for max.
He did joing the SOW forums not so long ago though. So he is alive and kicking still, and playing with the ofusion Ogre Exporter for max.
Not to take anything away from Pudding but I think his exporter was closely based on "Flexporter" by Pierre Terdiman (http://www.codercorner.com/Flexporter.htm). I remember as soon as his exporter came out there are a lot of similarites between the two.
You can download the full source (C++) for "Flexporter", I think it is all public domain code and unsupported but the author is still around and active. The source allows you to fully export pretty much everything from Max into an ASCII format.
Darkheart
You can download the full source (C++) for "Flexporter", I think it is all public domain code and unsupported but the author is still around and active. The source allows you to fully export pretty much everything from Max into an ASCII format.
Darkheart
Why not just use Collada or another standard cross platform compatible format?
did flexporter use nodes to animate everything like B3D pipeline did? It was the extensions that made B3D pipeline stand out really. The fact that you can use keyframe animation on lights,cameras, UV's, and other things using 3dsmax animation tools rather than being limited by simple code loops etc.
There seems to be a lot of inconsistency with collada exporters, but hopefully things will improve in time, it is afterall what the PS3 uses. So it should get good support.
There seems to be a lot of inconsistency with collada exporters, but hopefully things will improve in time, it is afterall what the PS3 uses. So it should get good support.
I may be being extremely unfair to Pudding here but almost 100% of the functionality of his exporter is covered in Flexporter. His animation exports the same way too, individual vertices flexing according to all the different modifiers on the mesh. If you know C++ have a look through the Flexporter stuff and you will see almost everything in Pudding's exporter is covered in Flexporter.
Darkheart
Darkheart