BFFO_4_2.ms是一個不錯的選擇。它是一個可以在3ds
Max不同版本檔案之間進行檔案格式轉換的指令碼。基本支援Max所有版本的檔案。使用它可以很方便地將高版本建立的Max場景檔案轉換為可以被低版本的
3ds Max開啟的檔案格式,同時支援超過800000個面或超過1000個幾何體場景的資料轉換。另外,因為它是指令碼檔案,所以不需要安裝。
執行MAXScript-Run Script…命令,在彈出的Choose Editor File對話方塊中選擇執行BFFO_4_2指令碼
02執行 Customize-Customize User Imterface…命令,在彈出的對話方塊中選擇Quads標籤,更改Category下拉項為Bobo_s Tools,選擇BFF_Exporter,將其拖拽至右側的視窗
03選擇要轉換的物體.單擊右鍵選單中的BFF_Exporter命令
04此時會彈出”BFF匯出”對話方塊,要求選擇需要儲存的內容
當前預設匯出的是幾何體、材質、燈光、攝像機、樣條和幫助物體。另外在對話方塊下方的Preferences部分,還包含塌陷堆疊、動畫、“材質”編輯器、
壓縮存檔、程式支援和僅被選擇物體等六個部分,將其按下就表示所選擇的引數型別將會被匯出。保持預設按下EXPORT
SCENE按鈕,將此場景匯出。此時彈出對話方塊要求儲存匯出的檔案為.ms的指令碼檔案,
05開啟低版本的3ds Max,執行MAXScript-Run Script…命令,在彈出的Choose Editor File對話方塊中選擇開啟剛剛匯出的檔案,
單擊“開啟”按鈕後,會彈出對話方塊,合併到當前場景選擇No按鈕,否則選擇Yes按鈕。
不能上傳附件,複製下面程式碼儲存成.ms檔案用
———————————————
— EXPORT SPLINE DATA TO EXTERNAL BFF FILE —
———————————————
fn export_spline_external o external_file_name =
(
local out_file = createFile external_file_name
e_spline = copy o
addmodifier e_spline (edit_spline())
collapsestack e_spline
format “——————————————————————-/n” to:out_file
format “– BFF Spline Definition For [%]/n” o.name to:out_file
format “– Version % – % /n” bff_version_number bff_version_date to:out_file
format “– Exporter by Borislav ‘Bobo’ Petrov /n” to:out_file
format “– http://www.scriptspot.com/bobo/ /n” to:out_file
format “——————————————————————-/n” to:out_file
format “– SOURCE SCENE NAME: /t[%] /n” scene_name to:out_file
format “– EXPORT DATE: /t[%] /n” localtime to:out_file
format “– SOURCE VERSION: /t[%] /n” max_version to:out_file
format “——————————————————————-/n” to:out_file
format “% /t–Spline Count/n” e_spline.NumSplines to:out_file
for s = 1 to e_spline.NumSplines do
(
format “% /t–Spline Knot Count/n” (numKnots e_spline s) to:out_file
format “% /t–Spline Closed?/n” (isClosed e_spline s) to:out_file
)
for s = 1 to e_spline.NumSplines do
(
num_verts = (numKnots e_spline s)
bff_roll.current_action.text = o.name ” : Knots in Spline ” s as string
format “–KNOT LIST FOR SPLINE %/n” s to:out_file
for v = 1 to num_verts do
(
bff_roll.local_progress.value = 100.0 * v / num_verts
get_type = getKnotType e_spline s v
get_vert = getKnotPoint e_spline s v
get_in = getInVec e_spline s v
get_out = getOutVec e_spline s v
format “%, %, %, %, %/n” v get_type get_vert get_in get_out to:out_file
)–end v loop
)–end c loop
format “—————–/n” to:out_file
format “– End Of File –/n” to:out_file
format “—————–/n” to:out_file
close out_file
delete e_spline
)
——————————————-
— EXPORT MESH DATA TO EXTERNAL BFF FILE —
——————————————-
fn export_geometry_external o external_file_name =
(
local out_file = createFile external_file_name
o_mesh = snapshotAsMesh o
format “——————————————————————-/n” to:out_file
format “– BFF Mesh Definition For [%]/n” o.name to:out_file
format “– Version % – % /n” bff_version_number bff_version_date to:out_file
format “– Exporter by Borislav ‘Bobo’ Petrov /n” to:out_file
format “– http://www.scriptspot.com/bobo/ /n” to:out_file
format “——————————————————————-/n” to:out_file
format “– SOURCE SCENE NAME: /t[%] /n” scene_name to:out_file
format “– EXPORT DATE: /t[%] /n” localtime to:out_file
max_version = maxversion()
max_version = max_version[1]
max_version /= 1000.0
format “– SOURCE VERSION: /t[%] /n” max_version to:out_file
format “——————————————————————-/n” to:out_file
format “% /t–Vertex Count/n” o_mesh.numverts to:out_file
format “% /t–Face Count/n” o_mesh.numfaces to:out_file
channel_support_array = #()
for c = 0 to 99 do if meshop.getMapSupport o_mesh c then append channel_support_array c
format “% /t–Supported Texture Channels Count/n” channel_support_array.count to:out_file
for c in channel_support_array do
(
format “% /t–Texture Channel Number/n” c to:out_file
format “% /t–Texture Vertex Count /n” (meshop.getNumMapVerts o_mesh c) to:out_file
format “% /t–Texture Faces Count /n” (meshop.getNumMapFaces o_mesh c) to:out_file
)
format “% /t–Available Texture Channels/n” (meshop.getNumMaps o_mesh) to:out_file
bff_roll.current_action.text = o.name ” : Verices”
format “–VERTEX LIST:/n” to:out_file
for v = 1 to o_mesh.numverts do
(
bff_roll.local_progress.value = 100.0 * v / o_mesh.numverts
get_vert = getVert o_mesh v
format “%, %/n” v get_vert to:out_file
)–end v loop
bff_roll.current_action.text = o.name ” : Faces”
format “–FACE LIST IN FORMAT/n” to:out_file
format “–Index FaceDef MatID SmoothingGroup Edge1 Edge2 Egde3/n” to:out_file
for f = 1 to o_mesh.numfaces do
(
bff_roll.local_progress.value = 100.0 * f / o_mesh.numfaces
get_face = getFace o_mesh f
format “%, %, ” f get_face to:out_file
get_face = getFaceMatId o_mesh f
format “%, ” get_face to:out_file
get_face = getFaceSmoothGroup o_mesh f
format “%, ” get_face to:out_file
get_edgevis_1 = getEdgeVis o_mesh f 1
get_edgevis_2 = getEdgeVis o_mesh f 2
get_edgevis_3 = getEdgeVis o_mesh f 3
format “%, %, % /n” get_edgevis_1 get_edgevis_2 get_edgevis_3 to:out_file
)–end f loop
for c = 0 to channel_support_array.count-1 do
(
num_map_verts = meshop.GetNumMapVerts o_mesh channel_support_array[c 1]
bff_roll.current_action.text = o.name ” : TVerices C:” c as string
format “–TEXTURE VERTEX LIST FOR CHANNEL %/n” c to:out_file
for v = 1 to num_map_verts do
(
bff_roll.local_progress.value = 100.0 * v / num_map_verts
get_vert = meshop.getMapVert o_mesh channel_support_array[c 1] v
format “%, %/n” v get_vert to:out_file
)–end v loop
num_map_faces = meshop.GetNumMapFaces o_mesh channel_support_array[c 1]
bff_roll.current_action.text = o.name ” : TFaces C:” c as string
format “–TEXTURE FACES LIST FOR CHANNEL %/n” c to:out_file
for f = 1 to num_map_faces do
(
bff_roll.local_progress.value = 100.0 * f / num_map_faces
get_face = meshop.getMapFace o_mesh channel_support_array[c 1] f
format “%, %/n” f get_face to:out_file
)–end f loop
)–end c loop
format “—————–/n” to:out_file
format “– End Of File –/n” to:out_file
format “—————–/n” to:out_file
close out_file
)
————————————
–EXPORT ANIMATION CONTROLLER TREE–
————————————
fn getSubControllers contr =
(
return_array = #()
for i = 1 to contr.numsubs do
(
append return_array contr[i].controller
)
return_array
)
fn exportControllerTree contr out_file rot_flag =
(
subControllerArray = #(contr)
subControllerPaths = #(“”)
cnt = 0
while cnt < subControllerArray.count do
(
cnt = 1
current_path = subControllerPaths[cnt]
if cnt > 1 then
(
try(format “try(bff_new_controller%.controller = %())catch()/n” current_path (classof subControllerArray[cnt]) to:out_file)catch()
try(format “try(setBeforeORT bff_new_controller%.controller %)catch()/n” current_path (getBeforeORT subControllerArray[cnt]) to:out_file)catch()
try(format “try(setAfterORT bff_new_controller%.controller %)catch()/n” current_path (getAfterORT subControllerArray[cnt]) to:out_file)catch()
)
try
(
keys_count = subControllerArray[cnt].keys.count
if keys_count > 0 then
(
for k = 1 to keys_count do
(
current_key = getKey subControllerArray[cnt] k
if cnt > 1 then
try(format “try(bff_newKey = addNewKey bff_new_controller%.controller %)catch()/n” current_path current_key.time to:out_file)catch()
else
try(format “try(bff_newKey = addNewKey bff_new_controller% %)catch()/n” current_path current_key.time to:out_file)catch()
if rot_flag then
try(format “try(bff_newKey.value = % )catch()/n” (degToRad current_key.value) to:out_file)catch()
else
try(format “try(bff_newKey.value = % )catch()/n” current_key.value to:out_file)catch()
key_type = current_key as string
if findstring key_type “Bezier” != undefined then
(
try(format “try(bff_newKey.inTangentType = #custom )catch()/n” to:out_file)catch()
try(format “try(bff_newKey.outTangentType = #custom )catch()/n” to:out_file)catch()
try(format “try(bff_newKey.inTangent = % )catch()/n” (current_key.inTangent) to:out_file)catch()
try(format “try(bff_newKey.outTangent = % )catch()/n” (current_key.outTangent) to:out_file)catch()
try(format “try(bff_newKey.inTangentType = % )catch()/n” (current_key.inTangentType) to:out_file)catch()
try(format “try(bff_newKey.outTangentType = % )catch()/n” (current_key.outTangentType) to:out_file)catch()
try(format “try(bff_newKey.inTangentLength = % )catch()/n” (current_key.inTangentLength) to:out_file)catch()
try(format “try(bff_newKey.outTangentLength = % )catch()/n” (current_key.outTangentLength) to:out_file)catch()
try(format “try(bff_newKey.xLocked = % )catch()/n” (current_key.xLocked) to:out_file)catch()
try(format “try(bff_newKey.yLocked = % )catch()/n” (current_key.yLocked ) to:out_file)catch()
try(format “try(bff_newKey.zLocked = % )catch()/n” (current_key.zLocked ) to:out_file)catch()
try(format “try(bff_newKey.constantVelocity = % )catch()/n” (current_key.constantVelocity ) to:out_file)catch()
)
if findstring key_type “TCB” != undefined then
(
try(format “try(bff_newKey.tension = % )catch()/n” (current_key.tension ) to:out_file)catch()
try(format “try(bff_newKey.continuity = % )catch()/n” (current_key.continuity ) to:out_file)catch()
try(format “try(bff_newKey.bias = % )catch()/n” (current_key.bias ) to:out_file)catch()
try(format “try(bff_newKey.easeTo = % )catch()/n” (current_key.easeTo ) to:out_file)catch()
try(format “try(bff_newKey.easeFrom = % )catch()/n” (current_key.easeFrom ) to:out_file)catch()
)
)
)
)catch()
subs_array = (getSubControllers subControllerArray[Cnt])
join subControllerArray subs_array
for i = 1 to subs_array.count do
append subControllerPaths (current_path “[” i as string “]”)
)
)
————————————————-
–PREPARE USER PROPERTIES BUFFER FOR EXPORT —
————————————————-
fn getFixedUserPropBuffer obj =
(
txt = getUserPropBuffer obj
newtxt = “”
for i = 1 to txt.count do
(
subtxt = substring txt i 1
if subtxt == “/”” then
newtxt = “///””
else
newtxt = subtxt
)
newtxt
)
————————————————-
–EXPORT PRS DATA AND GENERAL OBJECT PROPERTIES–
————————————————-
fn export_object_props o out_file =
(
—————————-
–Export Object Properties–
—————————-
format “———————————————–/n” to:out_file
format “– General Object Properties of [%] /n” o.name to:out_file
format “———————————————–/n” to:out_file
if bff_roll.include_report.checked then
format “bff_progressLog /”> Importing General Object Properties of [%]/” /n” o.name to:out_file
try(format “try(bff_new_obj.name = /”%/”)catch()/n” o.name to:out_file)catch()
try(format “try(bff_new_obj.scale = %)catch()/n” o.scale to:out_file)catch()
try(format “try(bff_new_obj.rotation = %)catch()/n” o.rotation to:out_file)catch()
try(format “try(bff_new_obj.pos = %)catch()/n” o.pos to:out_file)catch()
try(format “try(bff_new_obj.castShadows = %)catch()/n” o.castShadows to:out_file)catch()
try(format “try(bff_new_obj.receiveShadows = %)catch()/n” o.receiveShadows to:out_file)catch()
try(format “try(bff_new_obj.gBufferChannel = %)catch()/n” o.gBufferChannel to:out_file)catch()
try(format “try(bff_new_obj.inheritVisibility = %)catch()/n” o.inheritVisibility to:out_file)catch()
try(format “try(bff_new_obj.renderable = %)catch()/n” o.renderable to:out_file)catch()
try(format “try(bff_new_obj.renderOccluded = %)catch()/n” o.renderOccluded to:out_file)catch()
try(format “try(bff_new_obj.motionBlurOn = %)catch()/n” o.motionBlurOn to:out_file)catch()
try(format “try(bff_new_obj.motionBlur = %)catch()/n” o.motionBlur to:out_file)catch()
try(format “try(bff_new_obj.imageMotionBlurMultiplier = %)catch()/n” o.imageMotionBlurMultiplier to:out_file)catch()
try(format “try(bff_new_obj.rcvCaustics = %)catch()/n” o.rcvCaustics to:out_file)catch()
try(format “try(bff_new_obj.generateCaustics = %)catch()/n” o.generateCaustics to:out_file)catch()
try(format “try(bff_new_obj.rcvGlobalIllum = %)catch()/n” o.rcvGlobalIllum to:out_file)catch()
try(format “try(bff_new_obj.generateGlobalIllum = %)catch()/n” o.generateGlobalIllum to:out_file)catch()
format “———————————————–/n” to:out_file
format “– Display Properties of [%] /n” o.name to:out_file
format “———————————————–/n” to:out_file
if bff_roll.include_report.checked then
format “bff_progressLog /”> Importing Display Properties of [%]/” /n” o.name to:out_file
try(format “try(bff_new_obj.wirecolor = %)catch()/n” o.wirecolor to:out_file)catch()
try(format “try(bff_new_obj.isSelected = %)catch()/n” o.isSelected to:out_file)catch()
try(format “try(bff_new_obj.isHidden = %)catch()/n” o.isHidden to:out_file)catch()
try(format “try(bff_new_obj.xRay = %)catch()/n” o.xRay to:out_file)catch()
try(format “try(bff_new_obj.ignoreExtents = %)catch()/n” o.ignoreExtents to:out_file)catch()
try(format “try(bff_new_obj.boxMode = %)catch()/n” o.boxMode to:out_file)catch()
try(format “try(bff_new_obj.allEdges = %)catch()/n” o.allEdges to:out_file)catch()
try(format “try(bff_new_obj.backFaceCull = %)catch()/n” o.backFaceCull to:out_file)catch()
try(format “try(bff_new_obj.showLinks = %)catch()/n” o.showLinks to:out_file)catch()
try(format “try(bff_new_obj.showLinksOnly = %)catch()/n” o.showLinksOnly to:out_file)catch()
try(format “try(bff_new_obj.isFrozen = %)catch()/n” o.isFrozen to:out_file)catch()
try(format “try(bff_new_obj.showTrajectory = %)catch()/n” o.showTrajectory to:out_file)catch()
try(format “try(bff_new_obj.showVertexColors = %)catch()/n” o.showVertexColors to:out_file)catch()
try(format “try(bff_new_obj.vertexColorType = %)catch()/n” o.vertexColorType to:out_file)catch()
try(format “try(bff_new_obj.vertexColorsShaded = %)catch()/n” o.vertexColorsShaded to:out_file)catch()
if bff_roll.export_animation.checked then
(
format “———————————————–/n” to:out_file
format “– Animation Controllers of [%] /n” o.name to:out_file
format “———————————————–/n” to:out_file
if bff_roll.include_report.checked then
format “bff_progressLog /”> Importing Animation Data of [%]/” /n” o.name to:out_file
subs = #()
for i = 1 to o.numsubs do append subs o[i]
for c = 1 to subs.count do
(
for s = 1 to subs[c].numsubs do
(
try
(
if subs[c][s].isAnimated then
(
format “try(bff_new_controller = %())catch()/n” (classof subs[c][s].controller) to:out_file
format “try(bff_new_obj[%][%].controller = bff_new_controller)catch()/n” c s to:out_file
exportControllerTree subs[c][s].controller out_file (superclassof subs[c][s].controller == RotationController)
)
)
catch()
)–end s loop
)–end c loop
)
——————————
–0.3.4: EXPORT USER PROPS! —
——————————
try(format “try(setUserPropBuffer bff_new_obj /”%/”)catch()/n” (getFixedUserPropBuffer o) to:out_file)catch()
)–end export props
fn fixPath txt =
(
new_txt = “”
for i = 1 to txt.count do
(
if substring txt i 1 == “//” then new_txt = “/” else new_txt = substring txt i 1
)–end i loop
new_txt
)–end fn
——————————-
–EXPORT MATERIAL PROPERTIES —
——————————-
fn export_material_tree mat out_file =
(
if mat == undefined then
(
format “try(append bff_imported_materials undefined)catch()/n” to:out_file
)
else
(
–Initialize an array with the material tree root as the only element.
mat_tree = #(mat)
mat_path = #(“root_material”)
counter = 0
–Loop through all elements of the array
while counter < mat_tree.count do
(
counter = 1 — increase the index
current_object = mat_tree[counter] — get the current element of the array
current_map_path = mat_path[counter] — get the current object path
current_props = GetPropNames current_object — get the properties list of the current element
–Create an instance of the material’s/map’s class in the target scene:
if bff_roll.include_report.checked then
(
if superclassof current_object == Material then
format “try(new_mat = % = %())catch(new_mat = % = Standardmaterial())/n” current_map_path (classof current_object) current_map_path to:out_file
else
format “try(new_mat = % = %())catch(new_mat = % = bitmaptexture())/n” current_map_path (classof current_object) current_map_path to:out_file
)
else
(
if superclassof current_object == Material then
format “try(new_mat = % = %())catch()/n” current_map_path (classof current_object) to:out_file
else
format “try(new_mat = % = %())catch()/n” current_map_path (classof current_object) to:out_file
)
–and set the name, too
format “try(new_mat.name = /”%/”)catch()/n” current_object.name to:out_file
if superclassof current_object == textureMap then
(
try (test_coords = classof current_object.coordinates)catch(test_coords = undefined)
if test_coords == StandardUVGen then
(
coord_props = getPropNames current_object.coordinates
for u = coord_props.count to 1 by -1 do
(
current_uv_prop = GetProperty current_object.coordinates coord_props[u]
if classof current_uv_prop == String then
format “try(SetProperty new_mat.coordinates #% /”%/”)catch()/n” (coord_props[u] as string) current_uv_prop to:out_file
else
format “try(SetProperty new_mat.coordinates #% %)catch()/n” (coord_props[u] as string) current_uv_prop to:out_file
)–end u loop
)
try (test_out = classof current_object.output) catch(test_out = undefined)
if test_out == StandardTextureOutput then
(
output_props = getPropNames current_object.output
for p in output_props do
(
current_out_prop = GetProperty current_object.output p
if classof current_out_prop == String then
format “try(SetProperty new_mat.output #% /”%/”)catch()/n” (p as string) current_out_prop to:out_file
else
format “try(SetProperty new_mat.output #% %)catch()/n” (p as string) current_out_prop to:out_file
)–end u loop
)
)
–Now go through all properties found in the current element…
for i in current_props do
(
current_prop = GetProperty current_object i –get the value of the property
if superclassof current_prop == material then –if the property itself is a material…
(
append mat_tree current_prop
new_map_path = (current_map_path “.” i as string )
append mat_path new_map_path
–create a new sub-leaf of the current element
format “try(% = %())catch()/n” new_map_path (classof current_prop) to:out_file
format “try(%.name = /”%/”)catch() /n” new_map_path current_prop.name to:out_file
–append this as an element for future recursion
)–end if Material
if superclassof current_prop == textureMap then
(
append mat_tree current_prop
new_map_path = (current_map_path “.” i as string )
append mat_path new_map_path
–create a new sub-leaf of the current element
format “try(% = %())catch()/n” new_map_path (classof current_prop) to:out_file
format “try(%.name = /”%/”)catch()/n” new_map_path current_prop.name to:out_file
–append this as an element for future recursion
)–end if texture
if superclassof current_prop == value or superclassof current_prop == Number then
(
if i != #bitmap then
(
if classof current_prop == String then
(
if i == #filename then
format “try(SetProperty new_mat #% /”%/”)catch()/n” (i as string) (fixPath current_prop) to:out_file
else
format “try(SetProperty new_mat #% /”%/”)catch()/n” (i as string) current_prop to:out_file
)
else
(
format “try(SetProperty new_mat #% %)catch()/n” (i as string) current_prop to:out_file
)
)
)–end if Value
if classof current_prop == ArrayParameter then
(
for a = 1 to current_prop.count do
(
if superclassof current_prop[a] == Value or superclassof current_prop[a] == Number then
(
if classof current_prop[a] == String then
format “try(new_mat.%[%] = /”%/”)catch()/n” (i as string) a current_prop[a] to:out_file
else
format “try(new_mat.%[%] = %)catch()/n” (i as string) a current_prop[a] to:out_file
)
else
(
append mat_tree current_prop[a]
new_map_path = (current_map_path “.” i as string “[” a as string “]” )
append mat_path new_map_path
)
)–end a loop
)–end if ArrayParameter
)–end i loop
)–end while
format “try(append bff_imported_materials root_material)catch(append bff_imported_materials (standardmaterial()))/n” to:out_file
)
)–end export material
——————————
— EXPORT OBJECT PROPERTIES —
——————————
fn export_properties o out_file =
(
current_props = GetPropNames o
for i in current_props do
(
try
(
current_prop = GetProperty o i
if superclassof current_prop == Value or superclassof current_prop == Number then
(
if classof current_prop == String then format “try(SetProperty bff_new_obj #% /”%/”)catch()/n” (i as string) current_prop to:out_file
else
format “try(SetProperty bff_new_obj #% %)catch()/n” (i as string) current_prop to:out_file
)–end if
)catch()
)
)
——————————–
— EXPORT MODIFIER PROPERTIES —
——————————–
fn export_mod_properties o out_file =
(
current_props = GetPropNames o
for i in current_props do
(
try
(
current_prop = GetProperty o i
if superclassof current_prop == Value or superclassof current_prop == Number then
(
if classof current_prop == String then
format “try(SetProperty new_mod #% /”%/”)catch()/n” (i as string) current_prop to:out_file
else
format “try(SetProperty new_mod #% %)catch()/n” (i as string) current_prop to:out_file
)–end if
)catch()
)
)
—————————–
— EXPORT PRIMITIVE OBJECT —
—————————–
fn export_primitives o obj out_file =
(
format “———————————————–/n” to:out_file
format “– Primitive: [%] /n” o.name to:out_file
format “———————————————–/n” to:out_file
if bff_roll.include_report.checked then
format “bff_progressLog /”> Importing Primitive [%]/” /n” o.name to:out_file
format “try(bff_new_obj = %())catch()/n” (classof obj) to:out_file
)
————————–
— EXPORT HELPER OBJECT —
————————–
fn export_helpers o out_file =
(
format “———————————————–/n” to:out_file
format “– Helper Object: [%] /n” o.name to:out_file
format “———————————————–/n” to:out_file
if bff_roll.include_report.checked then
format “bff_progressLog /”> Importing Helper [%]/” /n” o.name to:out_file
format “try(bff_new_obj = %())catch()/n” (classof o) to:out_file
if o.target != undefined then
(
format “try(bff_new_obj.target = TargetObject name:/”%/” pos:%)catch()/n” o.target.name o.target.pos to:out_file
)
)
————————-
— EXPORT LIGHT OBJECT —
————————-
fn export_standard_lights o out_file =
(
format “———————————————–/n” to:out_file
format “– Light Object: [%] /n” o.name to:out_file
format “———————————————–/n” to:out_file
if bff_roll.include_report.checked then
format “bff_progressLog /”> Importing Light [%]/” /n” o.name to:out_file
format “try(bff_new_obj = %())catch()/n” (classof o) to:out_file
if o.target != undefined then
(
format “try(bff_new_obj.target = TargetObject name:/”%/” pos:%)catch()/n” o.target.name o.target.pos to:out_file
)
)
————————–
— EXPORT CAMERA OBJECT —
————————–
fn export_cameras o out_file =
(
format “———————————————–/n” to:out_file
format “– Camera Object: [%] /n” o.name to:out_file
format “———————————————–/n” to:out_file
if bff_roll.include_report.checked then
format “bff_progressLog /”> Importing Camera [%]/” /n” o.name to:out_file
format “try(bff_new_obj = %())catch()/n” (classof o) to:out_file
if o.target != undefined then
(
format “try(bff_new_obj.target = TargetObject name:/”%/” pos:%)catch()/n” o.target.name o.target.pos to:out_file
)
)
——————————
— GENERATE PROGRESS DIALOG —
——————————
fn generate_progress_dialog out_file =
(
format “global bff_import_floater,bff_import_progress, bff_progressLog /n” to:out_file
format “rollout bff_import_progress /”BFF Import Progress Report/” (/n” to:out_file
format “listbox bff_import_messages items:#() align:#center/n” to:out_file
format “progressbar bff_import_bar height:10 width:450 align:#center/n” to:out_file
format “)/n” to:out_file
format “try(closeRolloutFloater bff_import_floater)catch()/n” to:out_file
format “bff_import_floater = newRolloutFloater /”BFF Import/” 500 220 0 100/n” to:out_file
format “addRollout bff_import_progress bff_import_floater/n” to:out_file
format “fn bff_progressLog txt = (/n” to:out_file
format “old_items = bff_import_progress.bff_import_messages.items/n” to:out_file
format “append old_items txt/n” to:out_file
format “bff_import_progress.bff_import_messages.items = old_items/n” to:out_file
format “bff_import_progress.bff_import_messages.selection = old_items.count/n” to:out_file
format “)/n” to:out_file
)
————————————-
— GENERATE SPLINE IMPORT FUNCTION —
————————————-
fn generate_spline_code out_file =
(
format “fn bff_import_external_spline ext_file = (/n” to:out_file
if bff_roll.include_report.checked then
format “bff_progressLog /”> Importing Spline Data From External File…/”/n” to:out_file
format “try(/n” to:out_file
format “num_splines = readValue ext_file /n” to:out_file
format “spline_verts = #()/n” to:out_file
format “spline_closed= #()/n” to:out_file
format “for s = 1 to num_splines do/n(/n” to:out_file
format ” append spline_verts (readValue ext_file)/n” to:out_file
format ” append spline_closed (readValue ext_file)/n” to:out_file
format “)/n” to:out_file
format “bff_new_obj = splineShape() /n” to:out_file
format “for s = 1 to num_splines do/n(/n” to:out_file
format ” addNewSpline bff_new_obj/n” to:out_file
format ” for v = 1 to spline_verts[s] do/n (/n” to:out_file
format ” readValue ext_file/n” to:out_file
format ” addKnot bff_new_obj s (readValue ext_file) #curve (readValue ext_file) (readValue ext_file) (readValue ext_file) /n )/n” to:out_file
format ” if spline_closed[s] then close bff_new_obj s /n” to:out_file
format “)/n” to:out_file
format “updateShape bff_new_obj/n” to:out_file
format “bff_new_obj/n” to:out_file
if bff_roll.include_report.checked then
format “)catch(bff_progressLog /”– Spline Import From External File FAILED./”)/n” to:out_file
else
format “)catch()/n” to:out_file
format “)/n” to:out_file
)
———————————–
— GENERATE MESH IMPORT FUNCTION —
———————————–
fn generate_meshing_code out_file =
(
format “fn bff_import_external_geometry ext_file = (/n” to:out_file
if bff_roll.include_report.checked then
format “bff_progressLog /”> Importing Mesh Data From External File…/”/n” to:out_file
format “try(/n” to:out_file
format “num_verts = readValue ext_file /n” to:out_file
format “num_faces = readValue ext_file /n” to:out_file
format “num_uvw_channels = readValue ext_file /n” to:out_file
format “uvw_channels = #()/n” to:out_file
format “uvw_channel_verts = #()/n” to:out_file
format “uvw_channel_faces = #()/n” to:out_file
format “for c = 1 to num_uvw_channels do/n(/n” to:out_file
format ” append uvw_channels (readValue ext_file)/n” to:out_file
format ” append uvw_channel_verts (readValue ext_file)/n” to:out_file
format ” append uvw_channel_faces (readValue ext_file)/n” to:out_file
format “)/n” to:out_file
format “num_maps = readValue ext_file /n” to:out_file
format “bff_new_obj = mesh numverts:num_verts numfaces:num_faces /n” to:out_file
if bff_roll.include_report.checked then
format “bff_progressLog /” Created EditableMesh Object./”/n” to:out_file
if bff_roll.include_report.checked then
format “bff_progressLog /”> Reading Vertex Data…/”/n” to:out_file
format “for v = 1 to num_verts do/n(/n” to:out_file
format ” readValue ext_file/n” to:out_file
if bff_roll.include_report.checked then
format ” bff_import_progress.bff_import_bar.value = 100.0*v/num_verts /n” to:out_file
format ” setVert bff_new_obj v (readValue ext_file) /n” to:out_file
format “)/n” to:out_file
if bff_roll.include_report.checked then
format “bff_progressLog /”> Reading Face Data…/”/n” to:out_file
format “for f = 1 to num_faces do/n(/n” to:out_file
format ” readValue ext_file/n” to:out_file
if bff_roll.include_report.checked then
format ” bff_import_progress.bff_import_bar.value = 100.0*f/num_verts /n” to:out_file
format ” new_face = readValue ext_file /n” to:out_file
format ” setFace bff_new_obj f new_face.x new_face.y new_face.z /n” to:out_file
format ” setFaceMatID bff_new_obj f (readValue ext_file)/n” to:out_file
format ” setFaceSmoothGroup bff_new_obj f (readValue ext_file)/n” to:out_file
format ” setEdgeVis bff_new_obj f 1 (readValue ext_file)/n” to:out_file
format ” setEdgeVis bff_new_obj f 2 (readValue ext_file)/n” to:out_file
format ” setEdgeVis bff_new_obj f 3 (readValue ext_file)/n” to:out_file
format “)/nupdate bff_new_obj/n” to:out_file
if bff_roll.include_report.checked then
format “)catch(bff_progressLog /”– Mesh Import From External File FAILED./”)/n” to:out_file
else
format “)catch()/n” to:out_file
———————————–
–Assign UVW Coordinates in 4.x —
———————————–
format “try(/n” to:out_file
format “meshop.setNumMaps bff_new_obj num_maps /n” to:out_file
format “for c = 1 to uvw_channels.count do/n(/n” to:out_file
format ” meshop.setMapSupport bff_new_obj uvw_channels[c] true/n” to:out_file
format ” meshop.setNumMapVerts bff_new_obj uvw_channels[c] uvw_channel_verts[c]/n” to:out_file
format ” meshop.setNumMapFaces bff_new_obj uvw_channels[c] uvw_channel_faces[c]/n” to:out_file
if bff_roll.include_report.checked then
format ” bff_progressLog (/”> Reading TextureVertex Data for Channel /” (c-1) as string) /n” to:out_file
format ” for v = 1 to uvw_channel_verts[c] do/n (/n” to:out_file
if bff_roll.include_report.checked then
format ” bff_import_progress.bff_import_bar.value = 100.0*v/num_verts /n” to:out_file
format ” readValue ext_file/n” to:out_file
format ” meshop.setMapVert bff_new_obj uvw_channels[c] v (readValue ext_file)/n )/n” to:out_file
if bff_roll.include_report.checked then
format ” bff_progressLog (/”> Reading TextureFace Data for Channel /” (c-1) as string) /n” to:out_file
format ” for f = 1 to uvw_channel_faces[c] do /n (/n” to:out_file
format ” readValue ext_file/n” to:out_file
if bff_roll.include_report.checked then
format ” bff_import_progress.bff_import_bar.value = 100.0*f/num_verts /n” to:out_file
format ” meshop.setMapFace bff_new_obj uvw_channels[c] f (readValue ext_file)/n )/n” to:out_file
format “)/n” to:out_file
if bff_roll.include_report.checked then
format “bff_progressLog /” Assigned R4-Style Texture Coordinates./”/n” to:out_file
if bff_roll.include_report.checked then
format “)catch(bff_progressLog /”!! Failed to assign R4-Style Texture Coordinates/”)/n” to:out_file
else
format “)catch()/n” to:out_file
—————————————————————-
–Try to Assign UVW Coordinates in 3.x with Simon’s Extension —
—————————————————————-
format “try(/n” to:out_file
format “setNumMaps bff_new_obj num_maps /n” to:out_file
format “for c = 1 to uvw_channels.count do/n(/n” to:out_file
format ” setMapSupport bff_new_obj uvw_channels[c] true/n” to:out_file
format ” setNumMapVerts bff_new_obj uvw_channels[c] uvw_channel_verts[c]/n” to:out_file
format ” setNumMapFaces bff_new_obj uvw_channels[c] uvw_channel_faces[c]/n” to:out_file
if bff_roll.include_report.checked then
format ” bff_progressLog (/”> Reading TextureVertex Data for Channel /” (c-1) as string) /n” to:out_file
format ” for v = 1 to uvw_channel_verts[c] do /n (/n” to:out_file
format ” readValue ext_file/n” to:out_file
if bff_roll.include_report.checked then
format ” bff_import_progress.bff_import_bar.value = 100.0*v/num_verts /n” to:out_file
format ” setMapVert bff_new_obj uvw_channels[c] v (readValue ext_file)/n )/n” to:out_file
if bff_roll.include_report.checked then
format ” bff_progressLog (/”> Reading TextureFace Data for Channel /” (c-1) as string) /n” to:out_file
format ” for f = 1 to uvw_channel_faces[c] do /n (/n” to:out_file
format ” readValue ext_file/n” to:out_file
if bff_roll.include_report.checked then
format ” bff_import_progress.bff_import_bar.value = 100.0*f/num_verts /n” to:out_file
format ” setMapFace bff_new_obj uvw_channels[c] f (readValue ext_file)/n )/n” to:out_file
format “)/n” to:out_file
if bff_roll.include_report.checked then
format “bff_progressLog /” Assigned R3-Style Texture Coordinates./”/n” to:out_file
if bff_roll.include_report.checked then
format “)catch(bff_progressLog /”!! Failed to assign R3-Style Texture Coordinates./”)/n” to:out_file
else
format “)catch()/n” to:out_file
format “bff_new_obj)/n” to:out_file
)
——————————————–
–CHECK WHETHER THE STACK CAN BE EXPORTED —
——————————————–
fn canExportStack o =
(
supported_modifiers = #(Bend, Extrude, Materialmodifier, MeshSmooth, Skin, Twist, Taper)
supported = true
if (superclassof o.baseobject) != GeometryClass and (classof o.baseobject) != SplineShape and (classof o.baseobject) != Line and (superclassof o.baseobject) != Shape then supported = false
try
(
if ((getFaceSelection o)as array).count > 0 then supported = false
if ((getVertSelection o)as array).count > 0 then supported = false
if ((getEdgeSelection o)as array).count > 0 then supported = false
)catch()
for m in o.modifiers do if findItem supported_modifiers (classof m) == 0 then supported = false
if bff_roll.force_emesh.checked then supported = false
supported
)
————————–
–EXPORT MODIFIER STACK —
————————–
fn export_supported_modifiers o out_file =
(
for m = o.modifiers.count to 1 by -1 do
(
format “———————————————–/n” to:out_file
format “– Modifier Object: [%] /n” o.modifiers[m] to:out_file
format “———————————————–/n” to:out_file
format “try(new_mod = %())catch()/n” (classof o.modifiers[m]) to:out_file
format “try(new_mod.enabled = %)catch()/n” (o.modifiers[m].enabled) to:out_file
format “try(new_mod.enabledInViews = %)catch()/n” (o.modifiers[m].enabledInViews) to:out_file
export_mod_properties o.modifiers[m] out_file
format “try(addModifier bff_new_obj new_mod)catch()/n” to:out_file
)
)
fn export_emesh o obj out_file =
(
modifiers_enabled_state = #()
if test_stack then
(
for m in o.modifiers do
(
append modifiers_enabled_state m.enabled
m.enabled = false
)
)
format “—————————————-/n” to:out_file
format “– Mesh Object: [%]/n” o.name to:out_file
format “—————————————-/n” to:out_file
if bff_roll.include_report.checked then
format “bff_progressLog /”> Importing EditableMesh [%]/” /n” o.name to:out_file
old_tm = o.transform
o.transform = (matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])
create_geometry_path = (base_dir_name “Meshes”)
makeDir create_geometry_path
full_external_name = (base_dir_name “Meshes/” o.name “.bff”)
external_name = (getFileNameFile out_name “/Meshes/” o.name “.bff”)
export_geometry_external o full_external_name
o.transform = old_tm
format “bff_ext_file = openFile /”%/”/n” external_name to:out_file
format “try(bff_new_obj = bff_import_external_geometry bff_ext_file)catch()/n” to:out_file
format “try(close bff_ext_file)catch()/n” to:out_file
if classof obj == Editable_poly do
format “try(convertTo bff_new_obj Editable_Poly)catch()/n” to:out_file
if test_stack then
(
for m = 1 to o.modifiers.count do
(
o.modifiers[m].enabled = modifiers_enabled_state[m]
)
export_supported_modifiers o out_file
)
export_object_props o out_file
if bff_roll.export_mats.checked do
format “try(bff_new_obj.material = bff_imported_materials[%])catch()/n” materials_to_export_index[obj_cnt] to:out_file
)–end export mesh
fn export_spline o obj out_file =
(
modifiers_enabled_state = #()
if test_stack then
(
for m in o.modifiers do
(
append modifiers_enabled_state m.enabled
m.enabled = false
)
)
format “—————————————-/n” to:out_file
format “– EditableSpline Object: [%]/n” o.name to:out_file
format “—————————————-/n” to:out_file
if bff_roll.include_report.checked then
format “bff_progressLog /”> Importing EditableSpline [%]/” /n” o.name to:out_file
old_tm = o.transform
o.transform = (matrix3 [1,0,0] [0,1,0] [0,0,1] [0,0,0])
create_spline_path = (base_dir_name “Splines”)
makeDir create_spline_path
full_external_name = (base_dir_name “Splines/” o.name “.bff”)
external_name = (getFileNameFile out_name “/Splines/” o.name “.bff”)
export_spline_external o full_external_name
o.transform = old_tm
format “bff_ext_file = openFile /”%/”/n” external_name to:out_file
format “try(bff_new_obj = bff_import_external_spline bff_ext_file)catch() /n” to:out_file
format “try(close bff_ext_file)catch()/n” to:out_file
if test_stack then
(
for m = 1 to o.modifiers.count do
(
o.modifiers[m].enabled = modifiers_enabled_state[m]
)
export_supported_modifiers o out_file
)
export_object_props o out_file
if bff_roll.export_mats.checked then
(
format “———————————————–/n” to:out_file
format “– Material Assignment /n” to:out_file
format “———————————————–/n” to:out_file
format “try(bff_new_obj.material = bff_imported_materials[%])catch()/n” materials_to_export_index[obj_cnt] to:out_file
)
)
fn build_zip_file out_file base_dir =
(
thePath = GetFileNamePath out_file
print thePath
archive_file = (thePath “Archive.txt”)
thePath = GetFileNameFile out_file
zip_destination = (thePath “.zip”)
temp_archive_file = createfile archive_file
files_to_archive = #(out_file)
join files_to_archive (getFiles (thePath “/Objects/*.ms”))
join files_to_archive (getFiles (thePath “/Splines/*.bff”))
join files_to_archive (getFiles (thePath “/Meshes/*.bff”))
for f in files_to_archive do format “%/n” f to:temp_archive_file
close temp_archive_file
ShellLaunch ((GetDir #maxroot) “maxzip.exe”) (zip_destination (” @” archive_file))
)
fn export_to_bff file_name base_dir=
(
generated_mesh_fn = false
scene_name = maxFileName
if scene_name == “” then scene_name = “Untitled”
out_name = file_name
base_dir_name = base_dir
out_file = createfile out_name
format “——————————————————————-/n” to:out_file
format “– BFF MAXScript Scene I/O /n” to:out_file
format “– Version % – % /n” bff_version_number bff_version_date to:out_file
format “– Exporter by Borislav ‘Bobo’ Petrov /n” to:out_file
format “– http://www.scriptspot.com/bobo/darkmoon/bff /n” to:out_file
format “——————————————————————-/n” to:out_file
format “– SOURCE SCENE NAME: /t[%] /n” scene_name to:out_file
format “– EXPORT DATE: /t[%] /n” localtime to:out_file
format “– ORIGINAL EXPORT PATH: /t[%] /n” out_name to:out_file
format “– SOURCE VERSION: /t[%] /n” max_version to:out_file
format “——————————————————————-/n” to:out_file
format “undo off (/n” to:out_file
format “global bff_new_obj, bff_ext_file, bff_new_controller, bff_newKey, bff_import_external_geometry, bff_import_external_spline /n” to:out_file
if bff_roll.include_report.checked then generate_progress_dialog out_file
format “resetmaxfile() /n” to:out_file
format “animationrange = %/n” animationrange to:out_file
format “sliderTime = %/n” SliderTime to:out_file
format “————————/n” to:out_file
format “– IMPORTER FUNCTIONS –/n” to:out_file
format “————————/n” to:out_file
generate_meshing_code out_file
generate_spline_code out_file
if bff_roll.include_report.checked then
(
format “import_start_time = timestamp()/n” to:out_file
format “bff_progressLog /”> INITIATED BFF SCENE IMPORT…/”/n” to:out_file
)
if bff_roll.export_mats.checked then
(
if bff_roll.include_report.checked then
format “bff_progressLog /”> Preparing Materials…/”/n” to:out_file
format “global bff_imported_materials = #()/n” to:out_file
)
obj_cnt = 0
if bff_roll.export_selected.checked then objects_to_export = selection as array else objects_to_export = objects as array
if bff_roll.export_mats.checked then
(
–Collect a list of all materials assigned to the objects to export…
materials_to_export = #()
materials_to_export_index = #()
if bff_roll.export_medit.checked then
(
for m in meditmaterials do
append materials_to_export m
)
format “———————/n” to:out_file
format “– SCENE MATERIALS –/n” to:out_file
format “———————/n” to:out_file
for o in objects_to_export do
(
if findItem materials_to_export o.material == 0 then
(
append materials_to_export_index (materials_to_export.count 1)
append materials_to_export o.material
)
else
(
append materials_to_export_index (findItem materials_to_export o.material)
)
)–end o loop
for m in materials_to_export do
export_material_tree m out_file
if bff_roll.export_medit.checked then
(
format “———————/n” to:out_file
format “– MEDIT MATERIALS –/n” to:out_file
format “———————/n” to:out_file
format “try(for i = 1 to 24 do meditmaterials[i] = bff_imported_materials[i])catch()/n” to:out_file
)
)
–Now go through all objects and export them…
format “——————-/n” to:out_file
format “– SCENE OBJECTS –/n” to:out_file
format “——————-/n” to:out_file
for o in objects_to_export do
(
create_object_path = (base_dir_name “Objects”)
makeDir create_object_path
full_external_name = (base_dir_name “Objects//” o.name “.ms”)
external_name = (getFileNameFile out_name “//Objects//” o.name “.ms”)
external_object_file = createFile full_external_name
if bff_roll.include_report.checked then
txt = “bff_progressLog /”– Import of Object [” o.name “] FAILED! /””
else
txt = “”
format “try(fileIn /”%/”)catch(%)” (external_name) txt to:out_file
obj_cnt = 1
bff_roll.scene_progress.value = (100.0 * obj_cnt / objects_to_export.count)
test_stack = canExportStack o
if test_stack then
obj = o.baseObject
else
obj = o
if superclassof o == GeometryClass and classof o != TargetObject and bff_roll.export_geometry.checked then
(
if (test_stack and classof o.baseobject != SplineShape and classof o.baseobject != Line and classof o.baseobject != Editable_mesh and classof o.baseobject != Editable_patch and classof o.baseobject != Editable_Poly and classof o != BoneGeometry) then
(
export_primitives o obj external_object_file
export_properties obj external_object_file
if test_stack do export_supported_modifiers o external_object_file
export_object_props o external_object_file
if bff_roll.export_mats.checked do
format “try(bff_new_obj.material = bff_imported_materials[%])catch()/n” materials_to_export_index[obj_cnt] to:external_object_file
)
if (classof o.baseobject == Editable_mesh or classof o.baseobject == Editable_patch or classof o.baseobject == Editable_Poly or classof o == BoneGeometry or not test_stack) then
(
export_emesh o obj external_object_file
)
)–end if geometry
if superclassof o == Shape and classof o != SplineShape and o.modifiers.count == 0 and classof o != Line do
(
export_primitives o obj external_object_file
export_properties o external_object_file
export_object_props o external_object_file
if bff_roll.export_mats.checked do
format “try(bff_new_obj.material = bff_imported_materials[%])catch()/n” materials_to_export_index[obj_cnt] to:external_object_file
)–end if shape
if (superclassof obj == Shape and classof obj == SplineShape and bff_roll.export_splines.checked) or (classof obj == Line and bff_roll.export_splines.checked) do
(
export_spline o obj external_object_file
)–end spline
if superclassof o == Light and bff_roll.export_lights.checked then
(
export_standard_lights o external_object_file
export_properties o external_object_file
export_object_props o external_object_file
)–end if light
if superclassof o == Camera and bff_roll.export_cameras.checked then
(
export_cameras o external_object_file
export_properties o external_object_file
export_object_props o external_object_file
)–end if camera
if superclassof o == Helper and bff_roll.export_helpers.checked then
(
export_helpers o external_object_file
export_properties o external_object_file
export_object_props o external_object_file
)–end if helper
format “/n” to:out_file
close external_object_file
)–end o loop
format “—————/n” to:out_file
format “– Hierarchy –/n” to:out_file
format “—————/n” to:out_file
for o in objects_to_export do
(
if o.parent != undefined then
format “try($’%’.parent = $’%’)catch() /n” o.name o.parent.name to:out_file
)– end o loop
if bff_roll.include_report.checked then
(
format “import_end_time = timestamp()/n” to:out_file
format “bff_progressLog (/” BFF SCENE IMPORT FINISHED IN /” ((import_end_time-import_start_time)/1000.0) as string /” sec./” )/n” to:out_file
format “bff_progressLog /”Ready./”/n” to:out_file
)
format “)/n” to:out_file
format “—————–/n” to:out_file
format “– End Of File –/n” to:out_file
format “—————–/n” to:out_file
close out_file
gc light:true
edit out_name
)–end function
rollout bff_roll “BFF Exporter”
(
group “Export Classes:”
(
checkbutton export_geometry “Geometry” across:2 align:#left width:85 highlightcolor:(color 200 255 200) checked:true
checkbutton export_mats “Materials” align:#right width:85 highlightcolor:(color 200 255 200) checked:true
checkbutton export_lights “Lights” across:2 align:#left width:85 highlightcolor:(color 200 255 200) checked:true
checkbutton export_cameras “Cameras” align:#right width:85 highlightcolor:(color 200 255 200) checked:true
checkbutton export_splines “Splines” across:2 align:#left width:85 highlightcolor:(color 200 255 200) checked:true
checkbutton export_helpers “Helpers” align:#right width:85 highlightcolor:(color 200 255 200) checked:true
)
group “Preferences:”
(
checkbutton force_emesh “Collapse Stack” across:2 align:#left width:85 highlightcolor:(color 255 200 200) checked:false
checkbutton export_animation “Animation” align:#right width:85 highlightcolor:(color 200 255 200) checked:true
checkbutton export_medit “Material Editor” across:2 align:#left width:85 highlightcolor:(color 200 255 200) checked:true
checkbutton export_to_zip “ZIP Archive” align:#right width:85 highlightcolor:(color 255 255 200) checked:false
checkbutton include_report “Progress Report” across:2 align:#left width:85 highlightcolor:(color 200 255 200) checked:true tooltip:”Uncheck for partial MAX 2.5 compatibility”
checkbutton export_selected “Selected Only” align:#right width:85 highlightcolor:(color 255 255 200) checked:false
)
button export_the_scene “EXPORT SCENE” width:190 height:30 align:#center
label current_action “Ready.” align:#center
progressbar scene_progress height:10 width:180 align:#center color:(color 0 0 100)
progressbar local_progress height:10 width:180 align:#center color:(color 100 0 0)
on export_selected changed state do
(
if state then
export_the_scene.text = “EXPORT SELECTED OBJECTS”
else
export_the_scene.text = “EXPORT SCENE”
)
on export_the_scene pressed do
(
generated_spline_fn = false
generated_mesh_fn = false
out_name = getSaveFileName Types:”MAXScript Scene *.ms |*.ms”
if out_name != undefined then
(
baseDir = (getFileNameFile out_name)
makeDir baseDir
new_path = (getFileNamePath out_name)
final_name = new_path (fileNameFromPath out_name)
export_to_bff final_name (baseDir “//”)
if export_to_zip.checked do
(
build_zip_file final_name (baseDir “//”)
)
)
scene_progress.value = 0.0
local_progress.value = 0.0
current_action.text = “Ready.”
)
)
try(closeRolloutFloater bff_floater)catch()
bff_floater = newRolloutFloater “BFF v0.4.2” 212 326
addrollout bff_roll bff_floater
)–end script
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