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https://github.com/antlafarge/alloader

ALLoader is an Autodesk 3dsMax exporter (MaxScript) to JSON, and a WebGL Three.js loader (Javascript) which supports skinned, rigged and animated 3D-models / meshes.
https://github.com/antlafarge/alloader

3d-model 3ds-max animated exporter javascript json loader maxscript mesh rigged skinned three-js webgl

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ALLoader is an Autodesk 3dsMax exporter (MaxScript) to JSON, and a WebGL Three.js loader (Javascript) which supports skinned, rigged and animated 3D-models / meshes.

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# ALLoader
ALLoader is an **Autodesk 3dsMax** exporter (`MaxScript`) to `JSON` format; and a **WebGL Three.js** loader (`Javascript`) which supports **skinned**, **rigged** and **animated** meshes.

The loader supports to load the meshes, materials, skeletons and animations from separate files by passing an `array` of `path files` on first (`urls`) argument of `ALLoader.load()` function.
In this case, load the data in this order :
1. Materials
2. Skeletons
3. Meshes
4. Animations

### Live demos
[http://antlafarge.github.io/ALLoader/](http://antlafarge.github.io/ALLoader/)

## Versions
- 3dsMax 2025 : Planned
- 3dsMax 2024 : Planned
- 3dsMax 2023 : Planned
- [3ds Max 2022](https://github.com/antlafarge/ALLoader/releases/tag/3dsmax2022) : Pre-released
- [3ds Max 2015](https://github.com/antlafarge/ALLoader/releases/tag/3dsmax2015) : Released

## Exporter preview
3ds Max 2022 exporter preview :
![image](exporter-preview.png)

## How to export meshes and animations
- Open 3ds Max and your scene
- If you want to export only some meshes, select these meshes
- Open the **Utilities** tab in the right lateral tool bar (Top right)
- Clic on **MAXScript** button
- Clic on **Run Script** button
- Go to the **exporters** folder of ALLoader
- Run the **export.ms** script
- Customize the settings for the export
- Clic on **Export** button
- Choose the target file and clic **Save** button
- Enjoy!

## Exported data
- Meshes
- Name (JSON field)
- Associated material (mt)
- Position (ps)
- Rotation (rt)
- Scale (sc)
- Vertex indices (vi)
- Vertex positions (vp)
- Vertex normals (vn)
- Face normals (fn)
- Vertex colors (vc)
- Face vertex colors (fc)
- Texture coordinates UV indices (ui)
- Texture coordinates UV (uv)
- Skin indices (si)
- Skin weights (sw)
- Materials
- Name (JSON field)
- Color (cl)
- Color map (cm)
- Specular (sp)
- Transparency (op)
- Skeletons
- Name (JSON field)
- Parent (pr)
- Position (ps)
- Rotation (rt)
- Scale (sc)
- Animations
- Associated skeleton (sk)
- Associated mesh (ms)
- Bone name (bn)
- Hierarchy (hr)
- Time (tm)
- Position (ps)
- Rotation (rt)
- Scale (sc)

## 3ds Max elements supported
- Axis conversion (Z-up to Y-up)
- Meshes
- Materials (Physical material, Multi/Sub-Object material, TwoSided material)
- Material IDs
- Color map (texture)
- Wire
- Opacity
- Timeline playback speed
- Skin modifier (bones)
- Vertex paint modifier (Vertex color)

## FAQ
Q. Some objects in the scene are not well placed?
A. Add a reset XForm on these objects and export.

Q. I can't export a biped skeleton from 3DSMax?
A. Export your scene using the FBX format, close your scene and open the FBX file. This action will convert the biped to a standart skeleton (tree of bones). You can now export your scene using the exporter.

_You can share feedback or discuss the project in the [discussion tab](https://github.com/antlafarge/ALLoader/discussions)._

## Todo
- Check every types of objects are well exported (EditPoly, EditMesh...)
- 3dsMax biped