using 3dmax 2012 x64. i want to enable imp\exp actions into source and so have copied the *.dlu files into ..\plugins\ there is another file that comes with the exporter that's called smdbatch.ms and i don't know in which folder i should put it in. Anyone? Thanks in advance.
It's been about a decade since I last used 3DSmax. Nowadays I'm all Blender. Quick googlysearchin hints it's safe to remove the file in question though.
I didn't like Blender's menu and controls, I gave it a try afew years back because for a while it had the only sane option to wrap a uv map but modeling there was absolut hell for me. of course the file is safe to remove, it's an aditional script. max is giving me an error and i have no clue what that error means so i thought i'd make sure all my files are where they should be. well, i hope he have some spare time to post a reply.
It's all about what you are used to. Even though I once took a course in it, I would probably feel like a chimp with a typewriter if I sat down with 3DSMax right now. :D If your excursion into Blender was pre the whole UI remake, I'd advise you check it out again though. The UI was completely overhauled around 2.5 (I think) and it's actually not bad these days. The menues and buttons are there for ease of acces, but the philosophy is still that everything is hotkeyed for faster workflow. Anyway, here is the thread I googled up last time: CGTalk forums Fifth and sixth posts: I figured if you got rid of it, you'd get the same prompt. But if your error lies elsewhere the scripts might not even reach that point I guess.
i took your advice and have dl Blender. You were right, the interface was drastically changed - and for the better imho. Also - blender has an import export tool thats easy to work with that makes life *so much* easier. http://code.google.com/p/blender-smd/ I'll see what I can do with that. Thank you Rappe.
Glad you're giving it another go. There is still no wallworm equivalent for blender, which makes me sad. I've also had some weirdness when exporting bones. Sometimes they get rotated for no apparent reason. For simple prop models it's working great though.