What's new?    |    E-Mail    |    Plugin search:   All versions?

160 records match your query.
Displaying 10 entries per page.

Sort results by: Author  ¦  Name  ¦  Date

...Top
Author / WWW Name / Download Plugin Type
Scooter NWN MDL Exporter v1.1b4
292 KB
Import / Export
Compiled / Description
04.12.2003

Allows you to export ASCII MDL files for Biowares game Neverwinter Nights from Max.
...Top
Author / WWW Name / Download Plugin Type
Sega Corporation Sega Animanium Exporter v1.13
2.94 MB
Import / Export
Compiled / Description
23.07.2004

Exports Max scenes in the format required by Sega Animanium, a standalone application for creating character animation.
...Top
Author / WWW Name / Download Plugin Type
SharkByte Software, Inc. TGXExportGA v0.7
3.62 MB
Import / Export
Compiled / Description
27.01.2005

The TGXExportGA (Generally Available) allows artists using Max to export their artwork into a TGX file, the format used by the TiburonGX game engine.

The plugin allows bone exporting straight from Max without the use of Character Studio, as well as exporting in Ticks or Keyframes. Using Microsoft's DirectX file format, artists can view their artwork in a '.x' file viewer or any ASCII text file application.
...Top
Author / WWW Name / Download Plugin Type
Sim Ops Studios, Inc. Wild Pockets Exporter v1.0
1.55 MB
Import / Export
Compiled / Description
11.07.2009

This plugin lets you export your models from Max to Wild Pockets, a software service that lets you create 3D content that can be enjoyed through any compatible browser. Additional plugin features include:
- Textures and models are automatically packaged together during export
- Direct export of bump / normal maps without manual intervention
- Support for collision editing
- Lets you control physics properties and other game behaviors
...Top
Author / WWW Name / Download Plugin Type
sio29 Metasequoia Import v1.10
27.4 KB
Import / Export
Compiled / Description
18.10.2005

Allows Max to import Metasequoia files (*.mqo). Metasequoia is a shareware polygon modeler for 3DCG and game development.
...Top
Author / WWW Name / Download Plugin Type
sio29 Metasequoia Exporter v1.03
22.4 KB
Import / Export
Compiled / Description
18.10.2005

Allows Max to export Metasequoia files (*.mqo). Metasequoia is a shareware polygon modeler for 3DCG and game development.
...Top
Author / WWW Name / Download Plugin Type
Softimage, Co. Softimage dotXSI Exporter v1.7
157 KB
Import / Export
Compiled / Description
21.12.2003

This is an OpenSource exporter plugin that allows Max to export files in the SOFTIMAGE / Avid *.XSI format. More information and source-code is available here.
...Top
Author / WWW Name / Download Plugin Type
Softimage, Co. dotXSI Importer v1.0
166 KB
Import / Export
Compiled / Description
29.11.2004

This plugins adds import support for the Softimage dotXSI file format to Max.
...Top
Author / WWW Name / Download Plugin Type
Softimage, Co. / Michael Lawler dotXSI 3.0 Exporter v1.9
602 KB
Import / Export
Compiled / Description
30.12.2015

This exporter generates a Softimage dotXSI 3.0 file (supporting both ASCII and binary formats). This work is a major modification based on the source code for the Softimage Co. dotXSI xChange for 3ds Max Project (dotXSIMax v1.7). See the detailed readme file for installation, features, and usage. Also made available is the legacy FAQ from the Softimage Co. describing the features supported in the original 1.7 version.
...Top
Author / WWW Name / Download Plugin Type
Stan Melax EZMesh Exporter v1.0
134 KB
Import / Export
Compiled / Description
08.10.2007

EZMesh is a plugin and script for Max that exports models into a very simple format that you can easily load into a 3D application or game. It is intended to be a reference implementation for anyone out there interested in exporting art.

The exporter supports bones and skinned meshes that use Max's skin modifier. The bones can be any type of node (don't have to be Max bones) and can be animated. During export, the mesh is processed so that it takes into account smoothing groups and does what is needed for those places on the mesh that aren't smooth such as where the same point has different normals depending on which triangle is being drawn. The tangent space basis is also calculated (used by many shaders such as bumpmapping, parallax). If the mesh is manifold, the exporter also generates bevel triangles so the mesh can be extruded in a vertex shader to compute shadow volumes.

<PREV  1  2  3  4  5  6  7  8  9  10  11  12  13  14  15  16  NEXT>