text: [{"Owner":"Deltakosh","Date":"2014-12-19T17:49:10Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Hey guys_co__lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_we just committed a new version of 3dsmax exporter with (we hope) full support for bones and biped._lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_If you guys can test it_co_ it would be great_dd_) _lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt__lt_a href_eq__qt_https_dd_//github.com/BabylonJS/Babylon.js/tree/master/Exporters/3ds%20Max_qt_ rel_eq__qt_external nofollow_qt__gt_https_dd_//github.com/BabylonJS/Babylon.js/tree/master/Exporters/3ds%20Max_lt_/a_gt__lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Dad72","Date":"2014-12-19T19:19:01Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_That_t_s great!_lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_I_t_m going tested this in the weekend  _lt_img src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_biggrin.png_qt_ alt_eq__qt__dd_D_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/biggrin@2x.png 2x_qt_ width_eq__qt_20_qt_ height_eq__qt_20_qt__gt__lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Xeonzinc","Date":"2014-12-19T19:24:21Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Thanks for working on this_co_ I think it will be really useful for a lot of people _lt_img src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_smile.png_qt_ alt_eq__qt__dd_)_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/smile@2x.png 2x_qt_ width_eq__qt_20_qt_ height_eq__qt_20_qt__gt__lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_I_t_m getting an error on my scenes (which exported OK under the previous version). This comes up as the exporter is trying to do the _t_Exporting Skeletons_qt_ saying _qt_Exportation cancelled_dd_ Object reference not set to an instance of an object_qt_._lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_It seems to be related to the skin modifier as if i remove that_co_ the scene exports OK. A quick play with the skin mod _t_Advanced Parameters_t_ doesn_t_t seem to have any effect. Any idea what might be causing this?_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Deltakosh","Date":"2014-12-20T18:05:14Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Can you share your .max file ?_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Dad72","Date":"2014-12-20T18:45:27Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_div_gt_So for me_co_ it is exporting correctly. There is no longer a problem with the big bones and of forced to hidden_lt_/div_gt__lt_br_gt__lt_div_gt_ _lt_/div_gt__lt_br_gt__lt_div_gt_But there is a problem with animation at axis the x_co_ y_co_ z.  I made an animation or I get his foot on the y axis_co_ but in babylon is the X axis is animate._lt_/div_gt__lt_br_gt__lt_div_gt_ _lt_/div_gt__lt_br_gt__lt_div_gt_I send you the file via MP._lt_/div_gt__lt_br_gt_\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Dad72","Date":"2014-12-20T19:38:37Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_En faite dans max l_t_axe z _eq_ l_t_axe y dans babylon. l_t_axe x dans max _eq_ l_t_axe z dans babylon et l_t_axe z dans max _eq_ l_t_axe x dans babylon. d_t_ou les problèmes je pense._lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Temechon","Date":"2014-12-22T10:31:52Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_I can confirm Dad analysis. My character is correctly displayed_co_ with all animations working correctly._lt_/p_gt__lt_p_gt_However_co_ it seems to be exported with a Z-up coordinates (instead of Y-up i guess)._lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_but it_t_s a very nice work ! I_t_m sure it will be very useful for game development._lt_/p_gt__lt_p_gt_BThanks !_lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt__lt_img src_eq__qt_https_dd_//dl.dropboxusercontent.com/u/17799537/ninja/img.png_qt_ alt_eq__qt_img.png_qt__gt__lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Romanichel_2.0","Date":"2014-12-22T15:39:19Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Hi_co_ I am the dev currently working on Max2Babylon (and responsible for the last update that should _qt_support_qt_ bone-based animations)._lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_I made quite an heavy refactoring with this update in order to use 3DSMax export apis instead of the scene manipulation APIs that should help us to better handle axis system translations and other things like bones exports._lt_/p_gt__lt_p_gt_However the amount of code changes that I made may have introduce some bugs and it would really help if you could send .max files failing to export properly to me or Deltakosh._lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_Additionaly_co_ BabylonJS is open-source on github_co_ so if you want to experiment with source code_co_ feel free to fork and submit a pull request (main work on Max2Babylon actually occurs on a fork today _dd_ _lt_a href_eq__qt_https_dd_//github.com/simonferquel/Babylon.js_qt_ rel_eq__qt_external nofollow_qt__gt_https_dd_//github.com/simonferquel/Babylon.js_lt_/a_gt_ so_co_ please prefer to fork this one_co_ as it will go easier to merge everything back to the main repository). _lt_/p_gt__lt_p_gt_ _lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Temechon","Date":"2014-12-22T15:44:41Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Hey_co_ _lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_I sent you my max file in PM. I work with 3DSMax 2015._lt_/p_gt__lt_p_gt_Let me know if you need anything else _lt_img src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_smile.png_qt_ alt_eq__qt__dd_)_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/smile@2x.png 2x_qt_ width_eq__qt_20_qt_ height_eq__qt_20_qt__gt__lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Dad72","Date":"2014-12-22T17:05:21Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Hello Romanichel_lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt__lt_span style_eq__qt_color_dd_rgb(40_co_40_co_40)_sm_font-family_dd_helvetica_co_ arial_co_ sans-serif_sm__qt__gt_I sent you also my max file in PM. I work with 3DSMax 2013._lt_/span_gt__lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Romanichel_2.0","Date":"2014-12-22T17:26:25Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_The x/y/z anims seems fixed in my version (not yet published) of Max2Babylon._lt_br_gt_Thanks for the sample files !_lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_In the meantime_co_ you can check this version of the plugin _dd_ _lt_a href_eq__qt_https_dd_//onedrive.live.com/redir?resid_eq_B0FE2D7DAB197B3C!53901&amp_sm_authkey_eq_!ACN4yniLFuvhaKU&amp_sm_ithint_eq_folder%2Czip_qt_ rel_eq__qt_external nofollow_qt__gt_https_dd_//onedrive.live.com/redir?resid_eq_B0FE2D7DAB197B3C!53901&amp_sm_authkey_eq_!ACN4yniLFuvhaKU&amp_sm_ithint_eq_folder%2czip_lt_/a_gt__lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Deltakosh","Date":"2014-12-22T18:03:14Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_the version 0.10.0 is out. You could check it guys_dd_)_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Dad72","Date":"2014-12-22T19:20:12Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_For me it_t_s perfect. this works perfectly as it should_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Dad72","Date":"2014-12-22T19:43:57Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_div_gt_This has nothing to do with the bones_co_ but with the debuglayer to export_lt_/div_gt__lt_div_gt_ _lt_/div_gt__lt_div_gt_3ds max when you click on Export &amp_sm_ Run. debugLayer the button works_co_ but then you can not close it_co_ this does not work._lt_/div_gt__lt_p_gt_ _lt_/p_gt__lt_div_gt__lt_pre class_eq__qt_ipsCode prettyprint_qt__gt_document.getElementById(_t_debugLayerButton_t_).addEventListener(_t_click_t__co_ function () {     if (newScene.debugLayer.isVisible()) {             newScene.debugLayer.hide()_sm_ // Not work here     } else {            newScene.debugLayer.show()_sm_     }})_sm__lt_/pre_gt__lt_/div_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Xeonzinc","Date":"2014-12-22T20:03:36Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_The latest version now exports for me now_co_ but animations are still distorted _lt_img src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_sad.png_qt_ alt_eq__qt__dd_(_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/sad@2x.png 2x_qt_ width_eq__qt_20_qt_ height_eq__qt_20_qt__gt_ _lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt_I_t_ll send a copy of the .max file on to _lt_span style_eq__qt_color_dd_rgb(40_co_40_co_40)_sm_font-family_dd_helvetica_co_ arial_co_ sans-serif_sm__qt__gt_Romanichel._lt_/span_gt__lt_/p_gt__lt_p_gt_ _lt_/p_gt__lt_p_gt__lt_span style_eq__qt_color_dd_rgb(40_co_40_co_40)_sm_font-family_dd_helvetica_co_ arial_co_ sans-serif_sm__qt__gt_Another request for the _t_export and run_t_ page - The camera seems to be fixed in space_co_ i can rotate the view but not move around with arrow/wasd keys or zoom out. Could this be added? I always end up inside my mesh and can_t_t move to get out!_lt_/span_gt__lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Romanichel_2.0","Date":"2014-12-23T09:10:33Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_The best way for having a better camera_co_ is to put a camera in your scene_co_ so you can get a correct perspective._lt_/p_gt__lt_p_gt_The way I test the .max files is simply creating a camera from the current perspective view. The current default camera generation is not correctly done_co_ and unfortunately_co_ I have no time to spare on it for now._lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Dad72","Date":"2014-12-23T17:42:56Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Edite_dd_ Probleme solved.._lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Deltakosh","Date":"2014-12-27T18:11:24Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_Romanichel_2.0 is wrong_co_ the current default camera_lt_u_gt_ is working_lt_/u_gt_. But you have to create a free camera and not a target camera if you want to have an unlocked camera_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Deltakosh","Date":"2014-12-27T19:43:33Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_BTW I added a new property on camera to define camera_t_s type (freeCamera_co_ oculus_co_ webvr_co_ touch_co_ etc..)_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"LALANNE Loïc-Pierre","Date":"2018-06-19T17:03:19Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_\n\tHi everyone!\n_lt_/p_gt_\n\n_lt_p_gt_\n\tSorry for my mistakes in english_co_ I_t_m french.^^\n_lt_/p_gt_\n\n_lt_p_gt_\n\tI_t_m begining to work with BJS and i have the same problem as Xeonzinc during the skeleton export with a skinned mesh _eq_&gt_sm_ _qt_Exportation cancelled _dd_ object reference not set  to an instance of an object._qt_.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tI work with 3dsmax 2019_co_ could it be the problem? I saw that the last version of the 3ds Max Exporter is for 3ds Max 2018.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tCan i send my .max to someone?\n_lt_/p_gt_\n\n_lt_p_gt_\n\tThank you in advance. \n_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"LALANNE Loïc-Pierre","Date":"2018-06-19T18:09:01Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_\n\tOk i found the solution.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tI removed my skin modifier_co_ collapsed the unwrap UVW modifier and reset xForm the mesh. Then I just added the skin modifier (and only it) and the export worked good. _lt_span_gt__lt_img alt_eq__qt__dd_)_qt_ data-emoticon_eq__qt__qt_ height_eq__qt_20_qt_ src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_smile.png_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/smile@2x.png 2x_qt_ title_eq__qt__dd_)_qt_ width_eq__qt_20_qt_ /_gt__lt_/span_gt_\n_lt_/p_gt_\n\n_lt_p_gt_\n\t_lt_span_gt_Thanks for all your works. I_t_m often here_co_ reading a lot of problems and trying to solve my own ones. _lt_span_gt__lt_img alt_eq__qt__dd_)_qt_ data-emoticon_eq__qt__qt_ height_eq__qt_20_qt_ src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_smile.png_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/smile@2x.png 2x_qt_ title_eq__qt__dd_)_qt_ width_eq__qt_20_qt_ /_gt__lt_/span_gt__lt_/span_gt_\n_lt_/p_gt_\n\n_lt_p_gt_\n\t_lt_span_gt__lt_span_gt_Good day/night/afternoon/morning._lt_/span_gt__lt_/span_gt_\n_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"Deltakosh","Date":"2018-06-21T16:44:15Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_\n\tThank you for getting back to us!!\n_lt_/p_gt_\n\n_lt_p_gt_\n\tand welcome by the way (I_t_m also french by the way _lt_span_gt__dd_D)_lt_/span_gt_\n_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"},{"Owner":"LALANNE Loïc-Pierre","Date":"2018-07-02T16:26:48Z","Content":"_lt_div class_eq__qt_mages_qt__gt_\n\t\t\t\n_lt_p_gt_\n\tI found an other solution to solve this problem.\n_lt_/p_gt_\n\n_lt_p_gt_\n\tIn the Skin modifier_co_ the biped Footsteps bone make fail the skeleton export. Be sure that you have no vertex influence with this bone and remove it in your Skin modifier. _lt_span_gt__lt_img alt_eq__qt__dd_)_qt_ data-emoticon_eq__qt__qt_ height_eq__qt_20_qt_ src_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/default_smile.png_qt_ srcset_eq__qt_http_dd_//www.html5gamedevs.com/uploads/emoticons/smile@2x.png 2x_qt_ title_eq__qt__dd_)_qt_ width_eq__qt_20_qt_ /_gt__lt_/span_gt_ \n_lt_/p_gt_\n\n\n\t\t\t\n\t\t_lt_/div_gt_\n\n\t\t_lt_div class_eq__qt_ipsI_qt__gt__lt_/div_gt__lt_/div_gt_"}]