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How to use fbx sdk to creat an export plugin for 3dsmax
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  • dahoo
  • Posted: 20 May 2009 10:14 AM
  • Total Posts: 7
  • Joined: 25 August 2008 07:57 PM

Hello,
I have to create a plug-in for 3dsmax that export all the scene in a collada format.

I tried to create an export plug-in with 3dsmax sdk.

I created a class derived from SceneExport. I would like to use fbx sdk function to export my 3dsmax scene but I don’t know how to use lExporter->SetFileFormat(pFileFormat) in my plug-in.

Any idea please?

Thank you very much.



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Is there something specific you need to do? Or why reinvent the wheel -->ColladaMAX



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  • dahoo
  • Posted: 22 May 2009 03:26 AM

I need to export a 3dsmax scene to a proprietary format.
I am able to export a collada scene to that format.
So, now, I have to :
1. open 3dsmax and create a scene.
2. export it to collada
3. use my external prog to transform the collada file to my proprietary format.

I would like to :
1. open 3dsmax and create a scene.
2. export it to my proprietary format.

So I was thinking about creating a plugin that would convert the current 3dsmax scene in collada then call my external prog and save it in my property format.

Do you understand what I mean?

Thanks a lot for your help.



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Writing FbX plugins is a lot of work. You can get the FbX SDK here (http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=6839916).

However, I think the best route to achieve what you want is to use MAXScript to automate the export to FBX and to launch the existing converter. Look for the topic “FBX Export Dialog Access” in the MAXScript reference. Then you will want to run your Collada to X converter program from MAXScript using DosCommand or ShellLaunch. Search for “Executing External Commands and Programs” in the MAXScript documentation.



Christopher Diggins, M&E SDK Specialist
For 3ds Max SDK questions also check out http://stackoverflow.com/questions/tagged/3dsmax

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