3DS MAX - Preparing project

3DS MAX - Preparing project

   Workflow for 3ds max requires some additional actions from the user listed below as it is still in WIP stage. Terribly sorry for the inconvenience.

1A. PROJECT CONVERSION - ASSETS USING ABSOLUTE PATHS ARE NOT SUPPORTED
   Folder containing scene and the assets should be organized so the scene is in its root and all assets are either below or beside the scene in the folder tree. Absolute paths are not supported for 3ds max projects so if you are using them all assets should be moved, see the example layout in the Windows explorer:

C:\sample_max_project\scene.max
C:\sample_max_project
\tex\UV_checker_1.jpg
C:\sample_max_project
\tex\directory1\UV_checker_2.png
C:\sample_max_project
\env_map.exr

IMPORTANT NOTE 1: AUTOMATIC ASSET DETECTION
   If you preserve the absolute or otherwise incorrect asset paths (to be checked in Asset Tracker dialog: File > Reference > Asset Tracking Toggle OR Shift+T or in other dialogs applicable to your 3rd party render engine) Max will automatically read those if they are placed next or below the scene file - so relinking is not absolutely necessary - we will skip this step.
IMPORTANT NOTE 2: NESTED ASSETS
   In case using assets that are referencing other assets please remember those assets must comply with the rules above.
IMPORTANT NOTE 3: TEXTURES SHARING SAME NAMES
   If you are using textures with the same names that are actually different files those would have to be renamed and relinked with those new names. Else Max will just read the first encountered file with matching name for all namespaces matching.

1B. PROJECT CONVERSION - METHODS OF PREPPING THE PROJECT
    You can move assets to match our requirements in few different ways.
1st method - Manual method
Move or copy assets manually. Copying is recommended.
2nd method - Archiving method
   Archive and unpack the project. Use File > Archive... to generate a .ZIP archive containing the scene and all the assets and then extract it in the folder of your choosing.

IMPORTANT NOTE 4:
   Resource Collector tool also collects assets but it can skip more assets than the archiver tool so it's not recommended.
IMPORTANT NOTE 5:
   After unpacking check if all files have been copied - especially IES or proxy files (*.ASS, *.VRPROXY, *.RSPROXY) or nested assets (like textures referenced in the proxy files).

2. OUTPUT
   All files will be saved next to the scene no matter of the output path but job will fail if you set the absolute path - as per section above. Please just set a file name as output without any folders. It should look like this in the scene:


   In the plugin it should look like this:


3. PRELOADING THE ASSETS
   Submit a simple scene with 1 frame to create the project folder on our side - stop the job as soon as it appears in Submissions section in Envoy. If one already exists you can just use the existing one - make sure to pick it in the plugin. Project name chosen in the plugin should match the one visible in Envoy.  Upload folder with all assets to that existing project folder via Envoy:

4. SUBMIT THE SCENE
_  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _  _

ADDITIONAL STEPS (not required)
   If you want to relink the paths as well you could use Bitmap/Photometric Paths tool. use it after organizing the assets as described in the steps above, not before:
- Go to Utilities tab, click More... button, choose Bitmap/Photometric Paths and hit OK.
- Path Editor list appears - hit Edit Resources - window dialog appears.
- Hit Strip All Paths. You should see only asset names in the list after that operation.
- You can check Asset Tracker and check the entries there as well. Note not all assets are listed in the Asset Tracker. Check dedicated asset trackers for the given 3rd party engine that you are using.


     

 






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