File Management in 3ds Max - Importing and Exporting Start Up Templates
This training video shows you how to import and export Custom Startup Template in order to share them with others. When you first create a custom template, it is made of various files that are local to the system. You will then export the template and all its components to use it on a different system. Similarly, when you receive or download a template, you need to import its various components in order to add it to your library.
- Recorded in: 3ds Max 2015 Ext. 2
- This tutorial is intended for use with 3ds Max version 2015 or higher.
00:00:06 --> 00:00:12
In this movie, you learn to import and export Start Up Templates in order to share them with others.
00:00:13 --> 00:00:15
Start or reset 3ds Max.
00:00:17 --> 00:00:21
If the welcome screen is not displayed, call it up from the Help menu.
00:00:23 --> 00:00:26
Click the link to access the Template Manager.
00:00:26 --> 00:00:36
On this system, you can see the original five sample templates that are installed by default, starting with 3ds Max 2015 Extension 2.
00:00:37 --> 00:00:44
There is also one additional custom template named AO Pass that you may not have on your system.
00:00:44 --> 00:00:52
This is a custom template that you learn to build and add to the library after watching the movie named: "Creating Custom Start Up Templates".
00:00:52 --> 00:00:57
Before you import and export templates, take a look at where they are stored.
00:00:58 --> 00:01:05
Select any of the five sample templates that has a scene file associated with it, such as the Studio Scene.
00:01:06 --> 00:01:09
Take a look at the path under Scene File.
00:01:09 --> 00:01:21
It is pointing to the 3ds Max 2015 install folder, and to a StartupTemplates folder under the localized 3ds Max version, in this case English US.
00:01:22 --> 00:01:25
Use Windows Explorer to navigate to that folder.
00:01:25 --> 00:01:28
You can even use copy and paste to that effect.
00:01:36 --> 00:01:41
In this folder, you'll find all the files pertinent to the five sample templates.
00:01:42 --> 00:01:48
These include thumbnail images and a series of xml files that store settings information.
00:01:49 --> 00:01:53
Some templates may have additional xml files based on the options you've chosen.
00:01:54 --> 00:02:02
For example, the studio scene has a .viewsettings xml file because this option is enabled in the Template Manager.
00:02:03 --> 00:02:09
It doesn't have a .viewcube xml file because that option is disabled.
00:02:11 --> 00:02:13
The Architectural scene on the other hand,
00:02:14 --> 00:02:20
has both xml files because both these options are active.
00:02:21 --> 00:02:28
There are also four subfolders that store the start up max scene files and any associated texture maps.
00:02:33 --> 00:02:39
Note that there is no subfolder for the Classic Start Up as this template invokes an empty scene.
00:02:39 --> 00:02:46
However, note that the data for the custom template (AO Pass) is nowhere to be seen.
00:02:46 --> 00:02:56
Well, for one thing, the associated max scene is in a totally different place, in this case in the Custom_SU-Templates folder on the C drive.
00:02:56 --> 00:03:04
If I were to check that folder, I can see the .max file but none of the associated xml files.
00:03:05 --> 00:03:12
That's because when you save a custom template, the Template Manager automatically saves that information under your user name.
00:03:13 --> 00:03:19
In a new Windows Explorer session, navigate to your user name on the C drive.
00:03:21 --> 00:03:26
Next, you need to access the \AppData subfolder which is hidden by default.
00:03:27 --> 00:03:31
Simply append \AppData to the current path.
00:03:33 --> 00:03:43
Now go to the Local subfolder, and then to Autodesk > 3dsMax > 2015 - 64bit > ENU
00:03:44 --> 00:03:52
From there, you'll find your localized version, en-US in my case, and the StartupTemplates underneath.
00:03:53 --> 00:03:57
This is where the information on your custom templates is stored.
00:03:57 --> 00:04:04
This includes xml data and the .png thumbnail that shows in the Template Manager and the Welcome Screen.
00:04:05 --> 00:04:11
Still, the xml data and thumbnail is in one place and the startup max scene in another.
00:04:11 --> 00:04:16
It also seems like a lot of file hunting to round up all the necessary files.
00:04:17 --> 00:04:19
This is where Import/Export comes into play.
00:04:20 --> 00:04:28
If I were to select the custom AO Pass template and export it, I can choose an export folder and a name.
00:04:28 --> 00:04:37
Once it is saved, it creates a special folder with the saved name and a .template_ex suffix.
00:04:38 --> 00:04:44
This contains all the necessary files to transfer a custom template from one system to another.
00:04:44 --> 00:04:50
Test it out, as this folder has been provided to you as part of the zip archive you downloaded for this tutorial.
00:04:51 --> 00:04:56
If you already have the AO Pass template, listed in the Template Manager, go ahead and delete it.
00:04:57 --> 00:05:00
This in fact clears it out from under your user name.
00:05:01 --> 00:05:08
Now use the Import tool and navigate to where you stored the AO_Pass.template_ex folder.
00:05:09 --> 00:05:15
Select it and click OK. The custom template is available again.
00:05:15 --> 00:05:22
This time, the associated max scene is stored under your user name along with the needed xml files and thumbnail.
00:05:24 --> 00:05:26
You can close the Template Manager,
00:05:31 --> 00:05:36
or if you like, you can import another custom template that's been provided to you.
00:05:39 --> 00:05:44
It is named Turntable and is part of the files you downloaded for this tutorial.
00:05:45 --> 00:05:52
It is meant for product design rendering in a turntable style, but really can be used to highlight any model you can potentially conceive.
00:05:53 --> 00:05:59
The scene uses the mental ray renderer and mr spotlights in a 3-point lighting scenario.
00:06:00 --> 00:06:08
There's a red helper that's animated to rotate 360-degrees, and a sample teapot linked as a child object.
00:06:12 --> 00:06:17
You can of course hide or delete the teapot to make room for your own objects.
00:06:18 --> 00:06:21
When you create or merge your own models,
00:06:24 --> 00:06:26
you can scale them to size,
00:06:29 --> 00:06:34
and simply link them to the turntable helper so they can rotate with it.
00:06:39 --> 00:06:48
It's a useful technique and as mentioned, it is often used for product design but can really highlight any type of design,
00:06:51 --> 00:06:53
00:07:13 --> 00:07:16
to game characters and props.
00:07:30 --> 00:07:37
You now know how to export startup templates you create or import ones provided to you or found on-line.
00:07:38 --> 00:07:44
With that knowledge, you can now build your library and store startup templates that are useful to your kind of work.