Update: Fixed in a new release of the Exporter. A working version of the scene is here.
Fails in Firefox 3.0.12 and 3.5.2. Website reported as a failed site.
Using Max 2009 on Vista x86, SP1, I created and exported a simple scene with a knot, 3 lights and a camera.
Here is the scene on this website.
The model does not play in Firefox 3.0.13, either from the file system or from this website.
It does play in MS IE 8 both from the file system or from the website.
The samples on the hypercosm website play in both MSIE 8 and Firefox 3.
Checkout the new release.
It’s posted in the forum here.
Two fixes:
- Fix size of sphere and check size of rest of the shapes between max and SL. All seem ok.
- Enhance exporter for better error handling and saving multiple files to control maximum size of the output file. The file size is limited to about 64 primitives so that the 64K notecard limit is not exceeded. Files are labeled _1, _2 etc.
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UPDATE: the latest is now 0.9.27. Follow forum link to download the latest.
At last. Here is a version that might be worth trying.
I’ve tested it with a few objects, and as you can see, it works to a large extent:
The smoke test finally created 6 objects. And then I tried it with a larger set of objects.
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I’ve begun work on a maxscript to build Second Life primitives in max. This is based on a Blender Script written in python.
Progress so far is that the UI is pretty much done. Here are some pictures and if you’d like to download the script and try it, you are welcome to. At this point, it does not create any mesh, but the UI functions. Comments are welcome.
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Here are some views of a model of Joel’s house in Kingman, AZ.
Here’s a model of the Hellraiser lament box built in Max 6.
gmax is a version of 3ds max that was intended for development of games. It is now out of support. And autodesk is no longer providing it for download.
You can find it here. Along with a few tutorials that I have captured.

Import molecule files for Chemistry or just for fun. Both PDB [Protein Database] and MOL format files are supported. This script works in both max and gmax.
The MDL Chime browser plug-in displays molecule files in the browser.
The VMD program displays molecules and supports a large number of rendering options.
However, while these programs incorporate a knowledge of chemistry, neither of these programs provides fine control over rendering and animation. The Import Molecule max script imports the molecule files and creates max geometry that can be rendered and animated at will.
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For use where architectural quality is not required, these plug-ins create stairs useful for games and other low-polygon applications.
Plug-in scripts for max and gMax to create arches including an arch door and transept object. Both Gothic and Roman arches are provided.
It is possible to use Follow Path and Look At constraints with RTRE, but there is a trick you need to use to make it work.

This animation uses Follow Path, and LookAt to have the red cone follow the path while looking at the central sphere. The path has been duplicated and then rendered as a mesh so that it is visible. Also a second cone was linked to the first cone so that its orientation can be seen as it follows the path.
The moving rods and pistons show another use of LookAt. The horizontal rods are animated to move back and forth. The balls and pistons [just nested cyllinders] are linked to follow the rods. The wide part of the piston is looking at the the ball, and the inner piston is looking at the outer piston. In max, both sets of pistons behave the same, but in RTRE, the red piston fails to behave correctly. Note that it is not possible to have two objects look at each other, so another object, the ball, is required to complete the circuit.
To fix the blue piston in RTRE, it is quite simple. One merely has to add some dummy keyframes to cause RTRE to pickup the animation of the objects as they are transformed by max. To do this, add a position keyframe to the first and last frame. The look at constraints are rotational constraints, so this does not conflict with a position key. But the position keys cause RTRE to pickup the entire transform for the object, including the rotation, so the look at constraint is correctly animated by RTRE.

This animation uses a rotation script for the gears like this:
( eulerAngles 0 0 (360*currenttime/100) ) as quat
This can be customized by either changing the 360 to a larger number of degrees to speed up the animation, or by changing the 100 to match the number of frames in the animation. Balls are linked to the gears so that their rotation can be more easily followed. The gears were created by the Geodesic program available on this site.
A Quake 3 Arena Dungeon map inspired the RTRE scene. There are 5 rooms and multiple cooridors and numerious animations.

Poolstalk was meant to illustrate how to free your thinking in a virtual world. At the time I did this I was doing a beta test with an on-line virtual community – now long defunct – that allowed one to build buildings and objects in the virtual world, and visit them. Everyone seemed to be intent on building things that looked like the natural world. This is an example of how to free your mind in the virtual world.

The poolstalk scene combines animation with sound and camera capture.
There are two ways to get up to the pool. Walk through the spinning disk of the teleport module and you will be transported to the pool side. Or take the elevator. To use the elevator, navigate near the elevator and then click the green button. If the elevator is not waiting for you , click the red button to bring it down.






