MAX2EGG

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Max egger changes and additions

There have been some minor but very noticeable changes to the way the Max egger handles collisions. Although collision tagging was possible on a global level with the egger prior to now, it had some drawbacks, such as only one object would get tagged if the whole scene was exported. To remedy this problem, the Panda SE team has implemented a method similar to the way Maya tags collision objects. Every object in max has a User Defined properties box inside the per-object properties options. (to get it simply right click on any object and select Object Properties, User Defined is the far right tab).
Every collision object in Panda has a Collision Solid Type and a Collision Flag. To tag an object you have to type the "<solid type> = 1". Where <solid type> is polyset, plane, etc. Next you must specify a collision flag in the same manner (ex. descend = 1). Be sure to note the all lowercase and spaces between the equals sign and the 1. To remove any tag simply set the value of one to zero on both properties. in order to speed up this process we've included a simple Maxscript utility called TagSelectedObjects.ms. Simply run this either from the main program menu bar, or anywhere else in the program where you can run a Maxscript. It will allow you to select any number of objects and tag them or remove any tags on the objects.
Also included in this update is the ability to use Point Objects as locators (similar to Maya's locators). Prior to now, an artist had to egg out a max scene using the model option and using joints as locators. Now with the addition of point objects, an artist can use the static option and place locators for wherever a position needs to be stored. NOTE: point objects do not get included in animated models, only in static ones.