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actorx's Introduction

ActorX - Unreal Actor Exporter

Building the source code

We are using own build system to compile ActorX. You may find a Perl script in ./genmake. This script generates makefiles from some human-friendly project format. After that you may build generated makefile using nmake for Visual Studio or make for gcc.

There's a build script which iterates over all available SDKs and issues build for all available SDK platofrms. This script could be found in ./build.sh

ActorX is compiled using Visual Studio. Currently build is performed with Visual C++ 2019, but in theory almost all Visual Studio versions should be supported (perhaps except Visual C++ 6.0 and Visual C++ 2001).

Build system utilizes GNU Tools for building, in particular - Bash and Perl. I've packaged Windows versions of such tools which was a part of MinGW/MSYS project. You get may everything you need for a build here. This page contains BuildTools.zip. You should download it and extract into some directory, let's say to C:\BuildTools. After that, put C:\BuildTools\bin to the system PATH variable. Also it is possible to create a batch file which will temporarily tune PATH and then execute build script. Here's an example of such file:

@echo off
set PATH=%PATH%;C:\BuildTools\bin
bash build.sh

To launch a build process without a batch, simply execute

bash build.sh

This command line will issue building ActorX plugin for all available supported SDKs. If you want to build a particular version, use this command line format:

bash build.sh <SDK_Ver>

(see description of SDK_Ver format below)

SDK

SDK are not distributed for legal reasons. You should download them from corresponding developer's sites and place under /SDK directory (relative to the project's root). Directory layout for x86/x64 mixed platofrms is:

/SDK
  /<SDK_Ver>
     /include
     /lib
     /x64
       /lib

<SDK_Ver> ::= (Max|Maya)(Year)[_x64]

All includes goes to <SDK_Ver>/include, x86 libraries to <SDK_Ver>/lib, x64 libraries to <SDK_Ver>/x64/lib. For x64-only SDK's, use the following layout:

/SDK
  /Max2014_x64
     /include
     /lib

All libraries should go to the <SDK_Ver>/lib directory. Suffix _x64 of SDK's directory name is required.

Build script is intended to work with Max and Maya versions starting from 2012 year, but it should work well with older versions too.

Web resources

Plugin announcements and discussion thread on Gildor.org

Original plugin home page

License

ActorX plugin is licensed under the BSD license.

actorx's People

Contributors

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actorx's Issues

Plans to update to 3DS Max 2022?

Hi, there's plans to update to max 22?
Is much complicate port it? I'm asking because every max looks similar enough, I'm not programmer, but if it's a little change, maybe I can get it with some help...
Thanks!

3DS Max 2020 support?

Title says all. Was just wondering if you could add support for said Max version.

Port to Blender?

Title. Can this be ported over to Blender?

It would allow people to directly export to psk and psa, without having to use noesis.

Update to the 2018 SDK

3ds Max 2018 has been released, so the ActorX package should be updated. If anyone reading this needs the ActorX plugin for 3ds Max 2018 right now you can download it here: Max2018_x64.zip

Unsupported Version 7

Uppon opening Unsupported Version 7 appears next to all lines of code in the command line, and no files can be viewed in 3d or exported but I can see all paths and file names

update?

hello there gildor may I ask if you plan to update this git in the feature ?

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