#1
25th Apr 2005 at 3:24 AM
Last edited by Hrongald : 1st May 2005 at
9:55 PM.
GMAX Sims 2 Wavefront OBJ Importer/Exporter
Hello. This is my first post to this site, so I hope this is the right place for this.
I modified the OBJ file importer created by Chris Cookson (
[email protected]) to handle the files exported by
SimPE better. It also incorporates the OBJ exporter script developed by SimWardrobe to work with the utility found at
http://www.modthesims2.com/showthread.php?t=43350.
The script should be placed in the "scripts/startup" folder of the gmax installation directory. The code can then be accessed on the "Utilities" panel (the one with the little hammer on top) under the "MAXScript" rollout by choosing the "Sims 2 OBJ Import/Export" item from the combo box. The buttons are fairly self-explanatory from there.
I have tested the script only with body OBJ files, so I don't know if it will work for objects or hair meshes. It does some remapping of the UV coordinates which might cause problems if they are different for these types of meshes.
I have tested it with multiple groups in a single file, and it appears to work okay. Each group appears as a separate object in GMAX, with its own UV map.
The script looks for an bitmap file with the same name as the OBJ file and if one can not be found, it will prompt the user for a bitmap file. The UV map can then be edited using the normal technique in GMAX.
The script exports normals which appear to be okay, at least on the case I tested. I won't say for certain that they will be okay for all meshes, however.
This script is released "As is". I may make changes or upgrades in the future, but I don't promise anything.
01 May 2005
I upgraded the script to correctly export models with multiple groups in them. The groups have to be imported by the upgraded script for this feature to work correctly. It will retain the order of the groups and export them in the same order they were read. You have to select all the groups for this feature to work correctly.