- Joined
- Nov 11, 2004
- Messages
- 1,986
A while ago I stopped working on NeoDex Tool suit due to 2 big reasons: terrible core code which I inherited from the original dexporter and gmax support. After a long time, I finaly decided to recode the full exporting script in order for it to be more friendly, powerfull and easier to use. I currently have a working prototype which exports the basic stuffs (geometry, bones, helpers and animations). I need some testers to make sure the new version be bugless before improving it further.
NeoDex 2 has a lot of advantages compared to NeoDex 1. To name a few:
Downsides of NeoDex 2
Let's talk of what I got and the BETA.
I currently have a working prototype which does most of the basic stuffs. It also provides mechanisms which NeoDex 1 didn't.
What does the current prototype has that the old one didn't:
What it doesn't have yet:
Planned changes:
So with all said, let's talk of the BETA. I need people who can help me find any bugs on the new script, the idea is that the script be as buggy less as possible. I also want to check newer 3dsmax versions support for the script. Since 70% of the code has been remade, it's probable that it may break backward compatibility or forward compatibility (I'm using max 2008)
If you want to participate just post here, I'll send the tool in about 1 week with instructions on how to use it.
NeoDex 2 has a lot of advantages compared to NeoDex 1. To name a few:
- Better Mdx/mdl format support: adds Tvertices Animations, Color Animations, among other things
- A warnning report mode which shows things that could go wrong when exported (example: unbalanced weights in Skin, TCB rotations with more than 90°, using uniform scale keys, assigning non Wc3 materials, etc)
- Lots of bug fixes such as the typical bug which messes up your model if you don't convert your model with magos or the Visibility bugs.
- A lot of flexibility for errors (you didn't assign a material? No problem! we create a fake one so it keeps going!)
- Modularized and mantainable code. (sepparated to many files with a module approach)
- Support for newer versions of 3dsmax
- The new code will make the process of making an importer way easier. It also makes writting to mdx format directly
Downsides of NeoDex 2
- GMAX support has been dropped (use Neodex .78b for that)
- Scenes made for NeoDex 1 may need some changes to be fully exported (mainly, colission shapes, attachments and event objects).
- Still is very extrict at exporting, things must be made with a lot of order. (less strictness than neodex 1)
Let's talk of what I got and the BETA.
I currently have a working prototype which does most of the basic stuffs. It also provides mechanisms which NeoDex 1 didn't.
What does the current prototype has that the old one didn't:
- Tvertex Animations (Animating the unwrap of a model, like in the water Elemental)
- Full float animations (For example: animating values of a particle emitter like life or emission rate, good for making explossions)
- Color animations (Animating colored parameters)
- perfect global sequences support.
- lots of bug fixes.
What it doesn't have yet:
- Biped support (will be readded soon).
- Particle emitters and ribbon emitters.
- Cameras and Colission Shapes.
- Warnning Mode (half complete, will be in BETA)
Planned changes:
- Warnning/Informative mode.
- Importer that supports full mdx format and allows reanimating and editing easily.
- Smarter IK Snapper (the tool used for writting FK keys to bones in an IK chain or influenced by a Constraint)
So with all said, let's talk of the BETA. I need people who can help me find any bugs on the new script, the idea is that the script be as buggy less as possible. I also want to check newer 3dsmax versions support for the script. Since 70% of the code has been remade, it's probable that it may break backward compatibility or forward compatibility (I'm using max 2008)
If you want to participate just post here, I'll send the tool in about 1 week with instructions on how to use it.