Corona Renderer for 3ds Max > [Max] Corona Goodies - User Contributions

Script - Model Packer




Hello. Many of you create models and sell them on 3D stocks or perhaps create your own database of models on the local network.
This script will help you prepare the model and get rid of common mistakes.
The script works fine with Corona Renderer and V-Ray.

Full Description:
Full Manual:


--- Quote ---You can use this script fully free. But in the paid version, you will find nice bonuses, such as a one-click update "by air" and the availability of all hidden settings!
--- End quote ---

With the Model Packer, you can prepare your 3D models for uploading to 3D stocks or Asset Libraries.
Just a couple of clicks and you will create an archive with your model or scene.

YouTube demonstration videos:

Model Packer will help you:

* Fix broken 3D model geometry
* Add 3Ds Max scene in the most minimal version
* Add only those textures and assets to the archive that are necessary
* Add export files (3ds, fbx, obj, mtl)
* Add preview
* Rename textures
* Rename objects
* Rename materials
* Create the correct structure of folders and names in the archive
* Remove unnecessary helpers
* Remove unnecessary trash
* Add manifest files (ini, json, xml)
* Convert 3D model to Corona Renderer on the fly and add as a separate scene
* Avoid frequent mistakes when packingModel Packer supports different packaging standards for different 3D stocks.
Thanks to the manifest files (json, xml, txt, ini), this script is the standard for Asset Libraries and personal model libraries.

Model Packer is used primarily for preparing 3D models for various 3D stocks, such as 3ddd/3dsky, 3dbaza, cgtrader, cgmood and others.

The script implements a system of presets, which helps to select automatic settings for certain rules of various sites.
Having chosen the necessary preset, you can be completely sure that your model will be moderated!

This script can be used for:

* Preparation of 3D models for 3D stocks
* Convenient transfer of models to a colleague/client/customer
* Cataloging and storage of your 3D models
* Organization of storage with 3D models in the local network
* Creating archives for a special standard for Asset Libraries (Such as Connecter)
* To standardize 3D models by manufacturers' websitesFeatures:

* Fixing broken geometry (Reset XForm, BoxTrick, DetachTrick, Snapshot)
* Grouping/Ungrouping Objects
* Setting the model to the center of the stage
* Adding information about the 3D model (name, manufacturer, tags, copyright, description, etc.)
* Generating manifest files (txt, json, ini, xml)
* Translation of tags into different languages ​​(Google Translate)
* Adding a preview with the ability to overlay a watermark
* Saving 3Ds Max scene for the minimum version
* Removing trash objects and helpers
* Removing Track Notes, unnecessary assets and other garbage in the scene
* Creation of export formats (fbx, obj, 3ds, mat)
* Renaming objects
* Renaming textures
* Renaming materials
* Renaming groups
* Removing unnecessary layers
* Convert to Corona Renderer on the fly and create a separate scene
* Packing only the necessary textures and assets
* Correct directory structure
* Correct file naming
* Archive creation
* Tool to create your own presets
* Import/Export Presets
* Instant updates
* Multilanguage interface
* HintsThanks to Model Packer, you can create the correct archive in a seconds, with this structure of files and names (see screenshot below). Great, isn't it?

The same model for the "3D BAZA" preset will look like this:

How to install:
Download the script ModelPacker.mzp and just drag it into the Viewport.
Or select the dropdown menu Scripting → Run Script , then select ModelPacker.mzp from the list of files.
Then follow the instructions. Have questions about the installation? Please read this section of the manual:

How to use:

Open the scene with the model, it is desirable that the model is in a separate scene.

Run the script Model Packer , select from the list of presets the required 3D stock or FULL CUSTOM preset, or perhaps your personal preset.

In the first step Model Transform, select your model (objects), reset the transformation using the Reset XForm, BoxTrick, DetachTrick, Snapshot.
Group the model and, if necessary, set it to the center of the scene using the Group and Set to Scene Center.
We strongly do not recommend leaving modifiers, light sources, cameras, helper objects and unnecessary layers!
Click Next to go to the next step.

--- Quote ---Note!
Do not deselect objects until the end of the package!
--- End quote ---

In the second step of Model Info, be sure to fill in the correct name of the model. Fill in the rest of the information if necessary, such as: tags, copyright, manufacturer and add. information. Click Next .

--- Quote ---Note!
Do not be lazy to write the correct data, it may affect the name of objects with price, textures, materials and files.
And also, it will help others to better understand what is in the archive!
--- End quote ---

If the Model Description page is available for the selected preset, fill in the description (optional). Click Next .

If the Preview page is available for the selected preset, add a preview of the model (for some presets it is required). Click Next .

At the last step Pack Model look at the Summary, make sure everything is done correctly: the correct preset is selected, the model has the correct name, the correct render and other points.
Click Package Model and in a few seconds you will see an archive with your model.

--- Quote ---Note!
After packing, the archive should appear near the scene with the model.
--- End quote ---

Model Packer helps to avoid common mistakes:
If you have ever come across the fact that your models did not resemble moderation, at least for one of the reasons listed below, you should definitely try Model Packer.
This script will help to avoid common mistakes of the "human factor ":

* Old textures from other models remain in the scene if you open Assets Tracker (Shift + T)
* UV_Checker.jpg remains in the scene if you open Assets Tracker (Shift + T)
* Position of objects not in the center of the scene
* Wrong version set for FBX
* Extra helper objects in FBX
* The Viewport is not focused on the model, it feels like the scene is empty
* FBX is not saved for the current version of the render
* Texture or asset paths are not striped
* There may be broken geometry and flipped polygons in the scene
* The *.max version of the scene is not saved under the minimum version
* Forgot to add some textures to the archive
* Scene saved with incorrect Gamma
* There is no Material Library in the archive (* .mat)
* There is no *.mtl file for *.obj in the archive
* You added a preview, but forgot to set the watermark
* The scene uses paths or names that are not in English, causing an encoding problem for others
* Lights or cameras are not removed in the scene
* There are objects in the scene with the Turbo Smooth modifier with an iteration greater than 3
* Hidden objects remain in the scene
* Not needed animation keys in the scene

Thanks in advance for your comments


[0] Message Index

Go to full version