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Export Scripts - Part 1 Go to Page (Previous Page - Index, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13 - Next Page) Installing the ScriptsTo start, you'll need to put our scripts onto your computer. Follow these steps: Copy \Scripts\*.* from this directory to the Scripts directory inside your 3DSMax folder. Copy \Plugins[based on the Max version.]\*.* from this directory to the Plugins directory inside your 3DSMax folder. N.B. there is a small readme text file in the Max4.2Max5.0 directory that describes (and solves) a small problem we ran into when we converted the scripts. Also, you'll need to have a directory ready for you to export models to. Most of us here use our Override folder inside our Neverwinter program directory. Now boot up Max. If you look inside the creation tab and into helpers, you should see that you can make a variety of "Aura" objects. If you do not, then something is wrong! The next thing you should look at is in "Configure Paths…" under the Customize drop down menu. Here you can change the Export directory to any directory, but as I said, in general this would be your Override. Check your units set up in your "Preferences…" We use 1 unit = 1 centimeter without any automatic unit conversion. If a file is loaded when its units are incorrect, it's best to know about it. Keep your "Units Setup…" as generic units. Also, you need to set your default animation controllers to linear for position and rotation. Go to the animation tab
when an object is selected, then click on the controller type for position and press the
These scripts are relatively old now, and do contain redundant information and buttons. You're welcome to try anything out that you want to, but whether or not the function breaks the scripts or does anything useful in the engine is a little questionable. That being said, the majority of things available in the scripts are important, and I will try to lead you through them as best as I can. Go to Page (Previous Page - Index, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13 - Next Page)
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