Supports 2014, 2015, 2016, 2017, and 2018
I mainly use 2016 so I can’t guarantee how well the other ones will work.
Just place the folder and files in C:\Program Files\Autodesk\3DS Max <version>\plugins
**DMX plugins last updated:**2017/12/29
There’s tooltips now. Keyvalues 2 (no ids), and model version 22 are just for Source 2.
It’ll export morphs from consecutive morpher modifiers to get around the limit.
**SMD plugins last updated:**2017/12/31
By default it’ll set itself to your timeline’s current range but it’s not limited to it
If the mesh doesn’t have a material applied to it or if it’s a bone object it’ll be ignored when writing the triangles
It should automatically find explicit normals and export them
By default it’ll export the name of the material itself. If you don’t want that export bitmap names will grab the name of the bitmap in the diffuse slot of a standard material.
GoldSrc format will only export the node with the highest weight for each vertex.
They’ll ignore anything that’s hidden.
They’ll also create a bone for pretty much everything that’s visible.
It’ll export the position and normal of every vertex it finds.
It does support just exporting your scene but hide everything that isn’t needed or use export selected so it doesn’t write a bunch of useless data.
Export morphs will export one node’s morphs. If it finds multiple nodes with the morpher modifier you’ll have to select which one you want to export.
This will name the mesh after the file, create a multi material for you, and import everything with explicit normals.
Weld vertices will compare position and rigging to avoid any redundancy.
Rebuild smoothing groups will try to do what it says. There are some situations where it’ll fail and probably make some weird mess of groups that accomplishes nothing.
Collision model is the same as weld vertices but it’ll compare position and normals to recreate the separate hulls and it’ll set the smoothing groups for you. It’s also the only option that’ll clear the explicit normals.
This will look through the scene for any bones that match the names in the file. If it can’t find them it’ll create them and parent them to the appropriately. It also shouldn’t mess with the hierarchy of any existing bones.
If it doesn’t find any triangles it’ll switch over to this instead.
It’ll import the animation from your timeline’s current start and as long as you don’t import only one frame it’ll set the end of the timeline to the last.
It’ll look for existing bones just like above.
If they do anything unexpected please mention your settings and upload the files. If it crashes get the dump file and upload that.