[Closed] 3DsMax batch open/export help
Hi guys,
I have a folder full of animations in .max format that I need to open in Max and export to FBX using the same names as the max files. Now short of going through and doing each one individually, is there a way I can automate this, like the batch processing in Photoshop? Maybe with MaxScript?
Thanks in advance,
Jenna
http://www.paulneale.com/scripts/batchItMax/batchItMax.htm
Use that as base and write a simple script to do the export to fbx.
Great utility!
-Johan
JHN: Thanks for the suggestion!
Ok I have got BatchItMax working…Unfortunately I am an utter noob with Maxscript. All I need is to select export once the file is open, and yes to the dialogue box that comes up. I know max has a listener – I have done some work with MEL scripting in Maya, so I’m assuming to an extent that I can copy/paste from that.
I gave it a go and my script so far is just
max file export
This gives me the export dialogue box, I need it to enter the original files name then to confirm this and any further dialogues. Any more suggestions greatly appreciated! Thanks for taking the time to help me out with this.
FBX export can definitely be automated, but I’m not behind max today, take a look in the maxscript helpfile for fbx.
All the settings can be scripted, it can get way more advanced then max file export!
Sorry, I can’t be of more help today,
-Johan
Just don’t look at the code in Batch It Max, I must have done that script in Max 4, but it works and I still use it as well from time to time. Glad you like it Johan.
Ok I have got a batch processor working in Max, one last thing I need is to be able to script setting a keyframe per frame on all biped bones. If anyone can help with this I’d really appreciate it.
So far the best lead I have with this is that when importing a .bip file to a biped, you can put a flag that instructs it to set a keyframe per frame within a specified range. This would require me to run a script that would import a list of bip files with this flag, and somehow specify that I want the range to be the range of existing keyframes within the animation, then save out the files. Thne I could run the export scripts. If anyone has an easier way, I’d love to know -_-
I don’t understand the need to put a key on every frame. Doesn’t the fbx exporter effectively bakes the animation to the fbx skeleton?
-Johan
It does but the bind pose always gets lost when I export to FBX, so the skin weighting is all ruined when I look at the exported animations. Putting a keyframe on every frame just always fixed it for me
If there is a better way I will bow to your technical know-how!
Even if the bind pose is not there the weighting should not be ruined, it really should not matter what pose it is in.
Are you telling it to export deformations? I don’t remember what the command is off the top of my head but it should be in the maxscript reference.
If it is not there you can also find other maxscript commands in the helpfile that is installed with the FBX plugin in your autodesk directory.