Forums/How to export 3D models for Augment

How to export from 3DS Max

Mickael Jordan
posted this on December 21, 2012 19:31

How to install the plugin

 

1. Register here to get the free Augment 3DS Max plugin : http://augmentedev.com/3ds-max-augmented-reality-plugin/

2. Drag & Drop the .mzp file on your 3DS Max interface

3. Add the Augment button on your toolbar. Select "Customize" > "Customize Interface" > "Toolbar" and tap "augment" in the search bar

4. Select the objects you want to export and click on the Augment button

5. For your first use, copy paste in the popup your Augment API key from the "My Profile" section of your Augment account : http://agmt.me/#/me

7. Type a title, description and choose the texture resolution

6. Run the script, and you're done !

 

Video tutorials

 

1. Overview : http://youtu.be/4M52iJyxnEw

2. How to manage transparencies : http://youtu.be/Iu6dyuoAczI

3. How to manage custom lighting : http://youtu.be/GsDuMGR7apM

 

Works with

 

- 3DS Max 2014, 2013 and 2012

- V-Ray and Mental Ray renderers

 

Animated models

 

The 3DS Max plugin exports your file in the OBJ format, which does not support animations. So if you want to export an animated model from 3DS Max, export it manually in Collada. Select "File" > "Export" > "Collada" and include the animation settings. Zip the dae. file and textures and upload the .zip file on htpp://agmt.me  

 

Features

 

1. The plugin bakes your textures with Mental-Ray, V-Ray or Scanline rendering

2. The plugin exports your 3D model directly to your Augment account

 

Tips

 

1. Don't exceed 100K polygones or the mobile device might crash

2. Don't exceed 15MB files or the loading might fail on your mobile device

3. If you have any issue, email use : support@augment.zendesk.com

 

Comments

User photo
SEAN WANG

Thank you for your advise. do you know why my model is all black dark in augment app when i export from 3ds Max as .obj format

January 07, 2013 21:45
User photo
Klaas Nienhuis

Hi Sean,

 

this occurs possibly because the diffuse or ambient colors of your materials aren't white. Even if you only use bitmaptextures for the materials, these textures tend to get multiplied by the diffuse colors in some engines. If you only want to use the btimaptextures, make the diffuse and/or ambient colors white.

Klaas

January 13, 2013 21:24
User photo
Klaas Nienhuis

On the other hand, this happens to me too when I try to view a model directly after uploading it. Waiting a little bit, or viewing it a second time helps to get to see all textures.

January 14, 2013 23:11
User photo
Chani

I am also having the black textures issue using Mental Ray (Max 2013). The only way I get nice enough lighting is to manually texture bake myself and then disable the light baking option. When I try it in scanline, it does seem to work a little better although everything is extremely dark. 

February 15, 2013 10:56
User photo
Klaas Nienhuis

Hi Chani,

a new version of the script will be released shortly. The darkness will disappear!

February 15, 2013 23:04
User photo
Mickael Jordan
Augment

Chani, here is the new script : http://augmentedev.com/files/AugmentPublisher_130216.zip

It fixes the issues you've experienced. Tell us how it goes.

February 16, 2013 19:00
User photo
SEAN WANG

The script is very useful, thank you Chani~

February 17, 2013 21:55
User photo
ivor ip

Klass,

Would it be possible to include a switch to not auto-unwrap? I realize the script is supposed to be one-click solution, maybe list it under an advanced tab or something.

Thanks,

Ivor

May 01, 2013 20:48
User photo
Klaas Nienhuis

Hey Ivor,

that's definitely an option. So you'd want the script to bake but use the uv-channels you've created yourself. this makes sense if you've put much effort in this yourself. Could you describe a scenario where you'd find this option useful? Or describe your workflow and how the augment-script fits in?

Keep in mind there's an option to skip the baking altogether. This also skips the auto-unwrapping.

I'll put this on the wishlist.

May 01, 2013 23:09
User photo
ivor ip

Klaas, the auto-unwrap creates uv-stretching. For higher res game-engine ready texture, it might be okay; but for AR use, probably need manual attention to make the best use of texture space. 

it's a 3-tiered workflow for me.

A: Production quality(stills/animation) - No optimization, just let it render forever.

B: Game engine quality (unity/unreal/crytek) - Some optimization, basic baking. Lighting and normals are left for game engine to calculate. Objects such as terrain are not mapped typically.

C. AR quality - Complete map baking including all environmental assets.

The script gives a quick output from B to C where you don't necessarily have everything baked, but would like to reuse what you already have done.

--------

Another wish item would be saving the export zip file as an option, so one could fix textures and assets instead of redoing the process again.

 

Thanks,

Ivor

May 01, 2013 23:37
User photo
Klaas Nienhuis

Ivor,

thanks for describing the workflow. skipping the auto-unwrap will be added to the next version.

Saving the zip is not a feature we're going to expose.

May 02, 2013 15:06
User photo
daniel rohde

Will the 3Ds Max Plug in be able to export out animations too?

 

Thanks

Dan.

August 16, 2013 09:02
User photo
Mickael Jordan
Augment

Or 3DS Max plugin exports your file in the OBJ format, which does not support animations. So if you want to export an animated model from 3DS Max, export it manually in Collada. Select "File" > "Export" > "Collada" and include the animation settings. Zip the dae. file and textures and upload the .zip file on htpp://agmt.me  

August 16, 2013 09:22
User photo
daniel rohde

I'm Having problems also with assigning textures to the model in augment. I'm exporting the collada file into a folder which has another folder in with the textures. I cant seem to get them to be viewed on the model in the augment APP, is there a special naming convention for the folders to the Augment app can read them.

 

Thanks 

 

Dan

August 16, 2013 09:55
User photo
Mickael Jordan
Augment

Put your textures and dae file in a single folder, not two different folders. Gie it a try and tell me if it works. We've made an update for he next version of the app that will make this easier.

Thanks,

August 16, 2013 09:58
User photo
daniel rohde

No luck in gettting it to work. My folder is located on my Desktop called Can_anim which has 2 files in it, can_animation_Test.DAE and can_texture. The texture was assigned from that folder to the model when I exported to Collida. I used WinRaR to zip them and then uploaded them to the augment site as a new model. When I used the plug in for a static image it worked fine with exporting the textures but doing ti manually is what seems to be causing problems at the min.

 

Thanks

Dan 

August 16, 2013 10:10
User photo
Mickael Jordan
Augment

Can you please send me your max file and textures at mickael@agmt.co ?

I'll fix it for you, and again, this problem will be solved in the next update of the app. 

Thanks,

August 16, 2013 10:15
User photo
daniel rohde

Thank you. for your help. I've sent you a email. I have a few more models to animated and do. if its a mistake I am doing let me know to help me complete the other models.

 

Thanks Dan

August 16, 2013 10:24
User photo
Vinod

Iam also facing same pablum...i export 3d animated model in 3dsmax, i am also made the same way which you mentioned... but animation working..ther is no meterial (Texture)...give me any one good solution..iam using 3dsmax 2014

September 18, 2013 20:49
User photo
Egor S.

Hi! I export the model manually from 3d max (obj). I need to make jewelry ring. It is impossible to create a metal material (red and white gold). My metal does not shine in the Augment App. Can you help me? I'd like to send you the files to e-mail. I would be grateful!

October 13, 2013 19:49
User photo
Egor S.

*Shine - i mean "has no reflections"

October 13, 2013 19:50
User photo
Тимур Кучаев

 почему ишет что мой апи не авторизован?

помогите решить этот вопрос!

November 06, 2013 11:08