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Thread: 3-D Max Exporter Bug

  1. #1
    Join Date
    Jun 2011
    Posts
    2

    Default 3-D Max Exporter Bug

    I used the plugin to export a 3-d max file to an mi file. When I had cameras and lights RP would crash. When I didn't i got this message:

    1.0 IMI io error: C:\Users\athomas\Desktop\SEARS\sofa/instances_groups.mi, 242 (100%): The group member element "NO_CAMERA_DEFINED_inst" is undefined. As found in group "Scene_Root"
    1.0 IMI io error: The camera instance "NO_CAMERA_DEFINED_inst" given in the rendering statement is actually not an Instance element.
    0.0 RP app err : Failed to load scene: C:\Users\athomas\Desktop\SEARS\sofa.mi

    Any help would be appreciated!

  2. #2
    Join Date
    Jan 2007
    Location
    Berlin
    Posts
    8

    Default

    Hi,

    the solution is pretty simple and even mentioned in the the PDF documentation. You have to create a camera and make it active in your viewport. I normally maximize the camera viewport before exporting to make sure the exporter "sees" that camera. Otherwise you will end up with that line (in instances_groups.mi):

    render "Scene_Root" "NO_CAMERA_DEFINED_inst" "opt"

    Right now this is a known limitation and I will try to find another (more robust) solution in the future ...

    If you still get a crash (I assume RP crashes, not 3DS Max or the plug-in), could you provide an FTP link for me where I could download your MAX file? I would like to have a look at the scene and come back to you with a more detailed analysis what's going on ... Thanks

    Jan

    P.S.: RealityPlayer shouldn't crash though. I'll talk to the developers if there could be a warning etc. instead ...

  3. #3
    Join Date
    May 2011
    Posts
    28

    Default

    Hi
    When i use exporter, i find the plugin can not export images to the texture folder. I really don't know why.

  4. #4
    Join Date
    Jan 2007
    Location
    Berlin
    Posts
    8

    Default

    You have to work within a project and the easiest way to do this is to click on the 3DS Max icon on the upper left and select "Manage->Set Project Folder". This will normally create a lot of subdirectories in the directory you choose and your MAX scene file should go for example to the "scenes" folder. Your textures to "sceneassets/images" etc. If you do this your export will default to the "export" subfolder and create subfolders there for the name you choose.

    I know this is not really convenient, but it's proven to work. I might find a better solution in the future without forcing people to use the project structure, but right now this should fix your problem. Please let me know if that helped !!!

    Jan

  5. #5
    Join Date
    May 2011
    Posts
    28

    Default

    Quote Originally Posted by jan View Post
    You have to work within a project and the easiest way to do this is to click on the 3DS Max icon on the upper left and select "Manage->Set Project Folder". This will normally create a lot of subdirectories in the directory you choose and your MAX scene file should go for example to the "scenes" folder. Your textures to "sceneassets/images" etc. If you do this your export will default to the "export" subfolder and create subfolders there for the name you choose.
    Hi jan,

    Actually, i did the setting when i use the plugin first time. And i did as you said just now, but failed. The images still did not export, and "sceneassets/images" is none.

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