
Unwrap3D Import/Export Plugins for 3dsmax 4/5, 6/7/8, 9, 2009 to 2023
=====================================================================

2009 to 2013 only (32/64-bit)
2014 to 2023 only (64-bit)


REQUIREMENTS
============
Character Studio v3.4 or later is recommended for 3dsmax 4/5.
Character Studio v4.2 or later is recommended for 3dsmax 6/7/8.


FILES
=====
u3d_import.dli - import plugin (32-bit)
u3d_export.dle - export plugin (32-bit)

u3d_import64.dli - import plugin (64-bit)
u3d_export64.dle - export plugin (64-bit)


INSTALLATION
============
Place both import/export files in your 3dsmax PLUGINS directory, or add your custom plugins path.
See:
Customize -> Configure System Paths -> 3rd Party Plugins -> Add...


IMPORTING
=========
When importing, textures should be located in the same directory as the model,
otherwise they will not be found.

All materials will be converted into multi/sub-object materials.

Material properties supported:
 - diffuse color
 - ambient color
 - specular color
 - shininess
 - transparency
 - two-sidedness

Texture maps supported:
 - diffuse
 - opacity
 - bump/normal
 - specular

You should only use 2D graphics formats that are supported by 3dsmax,
such as BMP, TGA, and JPG.


Notes on Importing Multiple UVsets
----------------------------------
UV mapping coordinates are always imported into mapping channel 1.
If you model has a 2nd set of UV coordinates, it will be imported 
into mapping channel 2.

To view and edit this UV mapping data within 3dsmax, simply add a 
Unwrap UVW modifier to the stack, and under its Parameters rollout,
set the Map Channel to 1 or 2.


EXPORTING
=========
Same information as above is exported.  In the special case
where multi/sub-object materials are nested, only the top-level
materials are exported.

Mesh properties supported:
- vertex colors
- mapping channels

Unwrap3D supports a maximum of 2 UV sets.

UV coordinates assigned to mapping channel 1 will be exported to 
the first UVset.

UV coordinates assigned to mapping channel 2 (see UVW Mapping Options)
will be exported to the second UVset.


Animation Types Supported
-------------------------
- 3dsmax mesh-level deformation (always rigid)
- 3dsmax Skin and Bones (rigid or weighted) 
- Character Studio Biped/Physique (rigid or weighted) 
 

Animation Types Not Supported
-----------------------------
- 3dsmax vertex-level deformation
- 3dsmax morph animation or any type of animation that animates
  individual vertices.

  Note: If you need vertex-level deformation, it is recommended 
        that you use 3dsmax Skin and Bones instead.


Character Studio Biped/Physique animation can be exported, with 
the option of selecting rigid or weighted vertices.

3dsmax Skin and Bones animation can be exported, with all vertices 
weighted.  There is no option available to convert them to rigid 
vertices, however you can do it manually.  First, open up the weight
table for the skin.  Then, for each Vertex ID, set a 'X' mark
in the 'R' column.  This will mark each vertex as a rigid vertex. 


Export Options
--------------
Export bones:
The entire scene graph from 3dsmax will be converted into a bone 
hierarchy, with the exception of objects such as lights, cameras,
targets, and helpers.

Export animation:
This will export position, rotation, and scale animation keys.
Bones will be automatically exported if not checked.  Note that 
the entire length of the animation will always be exported, regardless
of where the Timer Slider is set.


Biped Options
-------------
Allow vertex blending:
If checked, vertices can be influenced by more than one bone.  Unchecking
this option will only allow one bone per vertex.


Vertex Color Options
--------------------
Export color channel:
This will export the RGB components for vertex colors.

Export alpha channel:
This will export the alpha component for vertex colors.


UVW Mapping Options
-------------------
Export mapping channel:
By default, mapping channel 2 will be exported to the second UVset,
however this can be changed.


Smoothing Group Options
-----------------------
Reweld vertices:
Unwrap3D does not currently support smoothing groups, but it can offer
psuedo support for it by modifying the geometry instead.
 
If checked, all vertices will be rewelded according to their smoothing 
group assignment.


Misc Options
------------
Swap scene:
This will swap the scene's coordinate system.  3dsmax uses a different 
coordinate system (Z+ up) than Unwrap3D (Y+ up).

Center scene:
This will center the scene to the origin.

Export as U3D v2.x:
If checked, the scene fill be exported to a Unwrap3D v2.x format,
otherwise it is exported as a Unwrap3D v3.x format.


TROUBLE-SHOOTING
================
Q. When importing into Unwrap3D, some bones appear flipped or mirrored.
A. Some of your bones may be scaled negatively in 3dsmax.
   To fix, open up the Scale Transform box in 3dsmax for each bone,
   and make sure all values are non-negative, such as:
   X: 100
   Y: 100
   Z: 100
   For best results, removing all scaling, and modify only bone
   position and rotation.

Q. Having some scaling related problems during animation.
A. Try resetting your object's transformation matrix in 3dsmax.  
   Goto Hierarchy | Pivot.  Under Adjust Pivot, click Reset Pivot.  
   Under Adjust Transform, click Reset Transform, and Reset Scale.
   There is also a 3dsmax Utility tool called Reset XForm that you
   may find useful.  Refer to the 3dsmax help docs on how to use it.

Q. 3dsmax modifiers not affecting animation.
A. Try collapsing modifiers on the stack in 3dsmax.

Q. Vertices not being influenced by bones during animation.
A. If you are using 3dsmax Skin and Bones, try applying a 
   'Turn To Mesh' modifier on the skin in 3dsmax.  This is listed
   under OBJECT-SPACE MODIFIERS.  The skin vertices must match the 
   mesh vertices when exporting.

Q. Having some vertex weighting related problems during animation.
A. If you are using 3dsmax Skin and Bones, open up the weight 
   table for your skin in 3dsmax.  For each Vertex ID, make sure
   all weights add up to 1.0.  You should see a 'X' mark in the 
   'N' column if all weights are normalized.

Q. When importing animation into 3dsmax, some static meshes are animated,
   which shouldn't be.
A. Make sure all vertices are assigned to at least one bone, otherwise
   you may get unexpected results.


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