The PhysX plugin is called "PX", and is perhaps not registered as an exporter plugin. But it might be a good idea to register it as such. I will have a look at how that is done and see if it works. Then I would probably get to implement "export selected" functionality at the same time, which was requested by someone else...
In the meantime... please have a look at how the code for the "add all physical" and "export" buttons is written in px_control.ms. If you are to export from a scene where the user did not yet add objects to the PhysX simulation, you will need to first add all objects, then export, and then you probably want to remove all objects again.
Best regards,
/Markus
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Hello,
i need to know how I can call the exporter from 3d Studio Max. When I run
<maxscript>
print exporterPlugin.classes
</maxscript>
I get following list, which is the PhysX-Exporter name?
3D_StudioExporterPlugin
Adobe_Illustrator
DWG_ExportExporterPlugin
DWG_Export
Wavefront_MaterialExporterPlugin
Lightscape_Layers
STL_Export
ColladaExporter
Lightscape_Material
FBXEXP
Lightscape_Preparation
IGES_Export
Lightscape_Parameter
Lightscape_Blocks
Wavefront_ObjectExporterPlugin
Lightscape_View
ExportHTR
JSR184Exporter
AsciiExp
VRBL_Export
DWF_Exporter
Thx for help, and best regards,
Wolf
Hi
The PhysX plugin is called "PX", and is perhaps not registered as an exporter plugin. But it might be a good idea to register it as such. I will have a look at how that is done and see if it works. Then I would probably get to implement "export selected" functionality at the same time, which was requested by someone else...
In the meantime... please have a look at how the code for the "add all physical" and "export" buttons is written in px_control.ms. If you are to export from a scene where the user did not yet add objects to the PhysX simulation, you will need to first add all objects, then export, and then you probably want to remove all objects again.
Best regards,
/Markus