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3ds Max 2010 / 2012 workspace files parsing

We are in the process of parsing out what 3d开发者_Python百科s Max files we need to keep as "source" for an Xna Game engine application.

Necessarily, there are .X (ActiveX model files) we need to keep of course. That I understand.

However, our 3D developer bailed on us and left us in a lurch. I am now tasked with the inglorious task of parsing which files to keep.

We've got a bunch of utilities, PDF documentation and other, what I would consider, "noise" files comingling the necessary stuff, like .X, .MAX, .VRMESH (I think?) or other such files.

Any pointers on what to watch out for taking an inventory what we've got, need to keep, could get rid of, or at least archive (which we have anyway)?

Thanks...

Michael


In 3ds Max there's a feature called Asset Tracking. It lets you see (and change) all the texture paths for the scene. Take the latest version of every 3ds Max scene, go through the asset list and copy each referenced texture to the desired folder. Note that it's possible to use relative paths here.

I'm sure next time you'll provide your artists with a directive on folder structure, source control and general organisation!.

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