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VBS Script and Synchronization blender and 3ds max


RussiaGhost

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Hello. Does anyone know how to turn the application through the VBS script?

Set WshShell = WScript.CreateObject("WScript.Shell")
Ma = WshShell.AppActivate("Untitled")
WScript.Sleep  50
If  Ma Then WshShell.SendKeys("^0")

I have such a script that launches my script of 5 3DS Max from the operator to a blender. But this makes an active 3DS Max window. I want to use this to transfer the properties of objects from the blender to Max and thereby make a ready -made card for playing a blender in several clicks and throwing everything into Max.

Edited by RussiaGhost
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If you run 5 max and blender simultaneously, using VBS, you can cause pressing the 3DS max keys and thereby start the script in it. This script can be written using a python in a blender and when performing the operator to make it at 3DS max. For example, I so tried to make the allocation of an object that is allocated to a 3DS blender. For example, I also want to make the basic properties for objects for cards and transfer them to Max. To transfer the geometry itself through export to the FBX file.

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  • RussiaGhost changed the title to VBS Script and Synchronization blender and 3ds max

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In reality, I force a blender to write pieces of code for max and execute Max this code. An example to highlight a dummy from the FBX.

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He announces the code of Max the script writes through his operator to Max Mile and makes Max fulfill it.

Edited by RussiaGhost
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  • 1 month later...
  • 4 weeks later...
On 30/12/2023 at 15:16, orangesky said:

Congratulations on building such a useful tool. I would like to help with the work, but I'm not good at programming.

I find your project extremely interesting, and I'm keeping track of the updates. Are you planning to share this tool with the community?

I’ll deliver from large glitches I think yes, I’ll post it here. Max with Max is a little easier to do in places.

I studied a little python to at least somehow navigate in the code and API Blender.

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  • 2 months later...

 

On 1/23/2024 at 8:21 PM, RussiaGhost said:

I’ll deliver from large glitches I think yes, I’ll post it here. Max with Max is a little easier to do in places.

I studied a little python to at least somehow navigate in the code and API Blender.

I'm curious to know the current status of the project.

You've generated a lot of hype in my modder heart, hehehe.

Edited by orangesky
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On 08/04/2024 at 16:28, orangesky said:

 

I'm curious to know the current status of the project.

You've generated a lot of hype in my modder heart, hehehe.

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Now I made a transfer of 5 max in 1 click on a python. True, the properties work correctly on a separate object. I signed up for a paid study on a python and perhaps in the future I am a better modernize the script.

It turns out to be for textures you can use TGA format in 32 bit format and he knows how to read alpha channel and the game itself will make RSB out of it. This simplifies the work in paler because the blender knows how to use it normally, I think you can immediately make a texture in TGA. Exports through the operator M MAP work but it is necessary to do better because he is now doing the assignment of a room group only for an active collection.

In general, ideally, I would like export immediately from blender, but I do not know Python so well, and even more so, geometry export algorithms and details of the formats.

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  • 4 weeks later...
On 10/04/2024 at 22:04, RussiaGhost said:

.thumb.png.ca39faaf8570fe842f6d07b3c277ed49.png

Now I made a transfer of 5 max in 1 click on a python. True, the properties work correctly on a separate object. I signed up for a paid study on a python and perhaps in the future I am a better modernize the script.

It turns out to be for textures you can use TGA format in 32 bit format and he knows how to read alpha channel and the game itself will make RSB out of it. This simplifies the work in paler because the blender knows how to use it normally, I think you can immediately make a texture in TGA. Exports through the operator M MAP work but it is necessary to do better because he is now doing the assignment of a room group only for an active collection.

In general, ideally, I would like export immediately from blender, but I do not know Python so well, and even more so, geometry export algorithms and details of the formats.

I love knowing that this project is moving forward. Thank you very much for sharing the progress with me and with the community. I hope your studies in Python help you improve this Blender addon even more. I would love to help you, but my programming knowledge is very basic for now, and I only manage to work with PHP and GDScript (the programming language of the Godot engine).

Lots of encouragement, keep going! I hope the rest of your life is going just as well! Best regards!

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  • 3 weeks later...
On 19/9/2024 at 14:13, RussiaGhost said:

So far. There are still problems with the transfer of many properties for different objects. But basically it seems to endure.

Thank you very much for your effort, it seems like you’re making great progress. The number of options available in this addon is amazing!

Once again, thank you. When possible, I would love to see this addon in action. It would be very interesting to see a video to understand how it works firsthand.

Edited by orangesky
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  • 4 weeks later...
On 06/10/2024 at 01:04, orangesky said:

Thank you very much for your effort, it seems like you’re making great progress. The number of options available in this addon is amazing!

Once again, thank you. When possible, I would love to see this addon in action. It would be very interesting to see a video to understand how it works firsthand.

I can put here for testing and write how to install. YouTube was blocked by discord now too.

 

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1) finally made that all the properties for all objects put it from all the invested collections too. Previously, it gave only objects that in the selected collections but did not work from invested. The same group is now working with invested objects. The grouping of all invested collections and objects in them does not immediately work in separate collections. That is, you need to highlight each invested collection and press the group then groups are grouped by everything that is in the selected collection. 2) The transfer operators are now divided into 2 and not in a heap as it was before. 1 transfers only selected objects and properties of the 2nd only for collections. If you highlight the object and click the objects of the collection will give a warning.

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3) Added some descriptions to the operators.

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4) Added 2 operators to set the type of linear controller for position and turn. For animations.

image.png.8d3eb500c0ee95dee596f7f678c83968.png

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1) Added operator of properties from an object to a group. That is, as I understand it, when in 3DS Max created geometry and an assistant point and all this is grouped, for example 01_<n><door>door1, then the properties are as if set into this group. And when exporting, they go to the map file.

2)An operator has been added to create points of assistants from the collection. In fact, this creates a record for creating a Code script through Max to create these points, but it inserts a name and position from the packages into a blender. On how much from fbx the file these points do not work and 3ds Max hangs when importing had to make such a trick and when you press the operator, all dummies are hidden for the correct import of bags.

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Addon changes and edits continue. Finally created dynamic lists that can be filled out of text files and not from code. Now sounds, destruction files are filled out of the text file and not from the file as it was before. It looks like a little 5 max. There, too, this is spelled out in the files.

Ways set in the adjustments of the addon.

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debris.txt

None,None,None,0
debris1.qob,box test,box test,1
debris2.qob,sphere test,sphere test,2
debris3.qob,pyramid test,pyramid test,3
debris_wooddoor1.qob,wood_door1,wood_door1,4
debris_wooddoor2.qob,wood_door2,wood_door2,5
debris_metaldoor1.qob,metal_door1,metal_door1,6
debris_metaldoor2.qob,metal_door2,metal_door2,7
debris_metaldoor3.qob,metal_door3,metal_door3,8

format.

1 What will be transferred to max, sound name or model file. 2 name in the list in the blender. 3 text for a clue. 4 Index in the order in the list. In my opinion, it somehow works.

 

The operator of the group was converted. Now groups are created immediately for all collections and objects. But if the collection of invested, it is also created as a group. For example, if you create collections _1, _11, _111, _121 and create bags in them and insert into Max, when the operator is performed, grouping in Max will be created immediately as _1, _11, _111, _121 Each separately does not need to be grouped, but if in _11 there is another collection of the mountain, it will be created separately and from _11.

 

 

 

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