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[Closed] 3ds Max to Nuke Scene Converter/Exporter

Nuke ‘Em v2.8:

http://www.creativecrash.com/3dsmax/downloads/applications/3d-converters/c/nuke-em
Export your camera and objects from 3ds max to the foundry’s nuke. (Tested with Nuke 5.1 v4)

Just select a camera. And pick the objects you want to export and press “Nuke Em”. Then load up nuke and paste your new 3D Scene straight onto your DAG.

If your objects had a bitmap on them the bitmap should carry over otherwise they’ll be assigned the constant color of their wirecolor.

Edit: Updated to 2.8.3

Export Cameras, Objects, Animated Objects and Helper Objects.
Automatically bring in diffuse color or diffuse map.
Also brings in Opacity maps.
Creates Nuke Script automatically with Scene Properties (Frame Range, FrameRate and Format).
Output Chan files.
Output Custom Frame Ranges for Transform or OBJ Sequences.

Features left to do:
Add Scale Animation.
Add FBX Support.
Add Per Object Output Settings.
Single Object Utility buttons (export a single object in one click).
Add multiple Transform and Rotation orderings. (Implemented but unreliable).
Object Creation in Max from Chan files.
VRay Camera Support.

16 Replies

I’ve got such an error at the end of exporting process
–Unknown property: “CreateNukeNode” in undefined
:shrug:

Oops! Script was broken.

Fixed now… I hope.

Really small fix so I just left it the same name/version.

Not selecting a camera resulted in an error. And removed a “First launch” bug.

EDIT: Also I just found out that the inhouse script I based it on was based on another script by christian pundschus (mondochiba) and proper credit should be assigned to him for the original original max exporter.

I’m working on a v2.5 today which should add some more functionality. Adding Gizmo export and render environment output.

the same error again (
max 2009×64 sp1
camera and 2 objects are selected
cam view is active

script works great now. thanks a lot.
waiting for future updates

What I’m working on right now:

FBX support
Adding scale in addition to rotation and transform.
Custom time ranges (Transform and Animated Mesh (per object))
More explicit key times (absolute frame #s as opposed to assuming everything starts at 0)
Chan export.
.nk export. (that’s an easy one since I’m already creating a nk file structure).
Backdrops to better organize your data.
Helpers.
Custom transform and rotation ordering.

A couple of other things I’m looking into is reusing instanced geometry and diffuse maps. Link one map to 10 models if they all use it. Or link 10 transform geos to one obj if they’re instances. This will be tricky though since my understanding of the nk format is pretty hazy.

I’m still building out the framework of functions. Any requests or ideas?

-setting nuke’s project resolution the same as 3dsmax
-feature to collect camera and objects trajectories into chan files to specified folder, so the folder would contain all the usefull stuff

  • upd: support of V-Ray cameras export (like in this script http://www.ntashev.com/tools.html#maxfx ). Also see attached modified christian’s pundschus (mondochiba) script, working with V-Ray cameras as a reference…
    :bounce:

Yeah the current plan is to just output the chan files to the same folder as the objs. Maybe a sub folder for the chan files? Or even a more refined folder structure.

root[objectName]\Geo,Chan
root\Script

I’ll have to look up how to change the scene settings. I don’t know if you can ‘paste’ that into the DAG.

Updated to version 2.7 (see first post).

it works great
is it possible to check if there is opacity map in max material and use it in nuke as alpha of diffuse map?

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