So only .max files can save shader info, my thoughts are confirmed. By saying “never” you mean it’s just sheer impossible, or could there be some magician (i.e DeadClown) that could fix this.
DeadClown cannot do nothing.
Only Corona team can do something.
They can create a new .cgeo file as a (.mat+ *.texture) container.
The idea isn’t bad. With one *.geo file you will have everything inside of it.
But, I don’t know if it’s possible.
Hiya. I’ve just come across a problem (i’ve started a new topic about it though :S )
If I proxy my plants and then use Backburner to render over my farm the proxies do not show up. I need to convert them all to mesh first in the quad menu which is timeconsuming and pushed my scenes to 100million plus polys.
I don’t really know what this means, but the issue you are describing is not related to the proxy exporter and thus should be regarded as a normal bug report for Corona
After some weeks of use, I’ve got some ideas about the proxy exporter that make sens for me, maybe you too ?
Auto rename Object when exporting (instead of only yes/no about overwritting)
A path selector that retain previous used path (as 3dsmax do in a drop menu ?)
Maybe a favorite menu to retain prefered folders of exportation (cf previous point)
Auto rename material ? (
An option to save selected new exported proxies into a new 3DSmax file (I work like this, to just have to merge a .max file into a scene, containing collection of proxies).
That is possible but pretty messy. I could just add a random number at the end but I’m not really a big fan of that. Will think about it
I’m using standard max dialogs for the path selection but I can save the last used path and open the browse dialog at that location.
see previous point
I don’t quite understand that request
That’s quite a specific workflow. I don’t think there are a lot of users doing it this way. I try to keep the general purpose tools as clean as possible and not to clutter it with too many options. That’s also in a way why corona is as successful as it is I think But if you can find a bunch of other people desperately craving for that feature then it is of course possible to do.
You should learn how to better organize your scenes / assets instead of requesting to propagate your messy workflow into proxy exporter script. Did you know that there is handy rename objects tool in 3ds max? ;]
Actually, i’m quite surprised that this workflow (keeping proxies in max scene files) is considered as specific. I don’t work much with proxies, so maybe i don’t know something, is there a better way to keep proxy and its material in on place? It must be much more convenient to merge proxies from max files with already assigned materials, then to hassle with material libraries, isn’t it?
I dont know about any tool like this, your welcome to tell me
Also, I think I organize my scenes pretty well, i’m here speaking about imported object made by other people. When you drag & drop complete sets of stuffs to populate a scene, you cant really control all the names of every objects, and it would be a time killer and such a boring stuff to do so. Also, IMO, renaming merged stuffs is a non-sens in a production workflow, you better spend your time producing renders than renaming objects, same opinion as setting Vray more than rendering with it (that’s why i’m here )
Actually, i’m quite surprised that this workflow (keeping proxies in max scene files) is considered as specific. I don’t work much with proxies, so maybe i don’t know something, is there a better way to keep proxy and its material in on place? It must be much more convenient to merge proxies from max files with already assigned materials, then to hassle with material libraries, isn’t it?
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I don’t know any other way to do so, and I didn’t invented this way of dealing with proxies & shaders, people showed me it was the best way to do it (by merging .max file to conserve bitmap path etc not drag & drop). I allow you to create full sets of stuffs (different living room, offices, 3D peoples, trees etc) in max’s files, then convert it all into proxies, then import it in any other scene without having to deal again with objects, conversion, path pbs etc. I think that’s boring to do once, but when done correctly it allow you to populate scene very very quickly, with no regards on paths pbs with rendernodes etc if stocking those .max files on a network drive.
Also, me again, is it logical for you to add an option “convert instance to corona proxy” ?
Or a dialog asking the user if he wants to convert only the selected object, or also its instances.
Sorry for the very late answer. It’s actually already supported. Just select all those instances and export in “separate each node” mode. You will notice that only 1 proxy file is written to disk
The corona proxy exporter on quad menu when I install corona is missing, and when I manually add them in customize UI , the exporter exports as .cgeo files, where previously it exports as .cproxy files.
Is there any chance I can change to .cproxy again? And how to?
Hi fistwood,
I can’t remember exactly but I think the cproxy file extension was deprecated years ago! They replaced it with cgeo because it’s more universal this way, not just “proxy”. So I actually don’t know if it’s still possible to export cproxy somehow but I doubt it. I wouldn’t recommend it anyways.
I’ve encountered strange proxy exporter behaviour when tried to export one model. The model is made of several objects, grouped into single group. Exporter settings was, collapse and export to single proxy - on, replace source objects - off. At first try, it exported model only partially, missing pieces was simply duplicated separately as meshes. I decided that this is the model’s fault, since it’s quite old and messy, so i went through all objects and collapsed all modifiers except turbosmooth and reset transform coordinates. After that the model exported without issues, but for some odd reason, the original model was completely ruined in process - many objects were duplicated several times, some were merged with each other and assigned wrong materials. Luckily i saved scene before export, otherwise i would be screwed o_O
Hmm… I can’t reproduce it here with a simple group but I wouldn’t rule out some fu**up in my code. Groups are nasty and easily blow up. Can you reproduce it, maybe even send me the offending object(s)?