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3ds max 2019 smd importer8/31/2023 It read in 3600 individual vertices and filtered them down to just 2600 by removing duplicates – and it did it all in under 0.02 seconds. The picture on the left is from a SMD file containing 18000 lines of text. It’s quick too – at least when not running in debug mode. It’s not much more than a snazzy looking point cloud but it’s something at least. You can see the fruit of experiements over the past couple of evenings. I think I’ve got it figured now, more or less, and the proof-of-concept code seems to do it’s job. I’ve spent quite some time trying to figure out how to do it and more importantly, how to do it quickly. To be honest, I’ve no idea why Valve still uses this format but I guess it’s just a legacy that no-ones seen the need, or has the time, to change.Īnyway, one of the big problems with handling SMD files istaking all those seperate triangles and intelligently joining them back together into one continuous mesh. The SMD format is pretty awful for storing 3D mesh data as it explodes the whole thing into seperate triangles instead of nice index linked lists as in say OBJ format (or the mythical MRM format StudioMDL supports…). Well I’ve been saying for ages that I’m going to write a SMD importer plug-in for 3DS Max 9 & 2008 and this week I finally took some serious steps to get it from the paper planning stage into actual code. It’s not much, but you’ve got to start somewhere.
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