Atomic Perception

To get the plugin, download the Mesh Foot Windows installer. Aprox. 2.9Mb

The Poser To Max Remedy

Mesh Foot is a 3DS Max plugin that allows you to seamlessly integrate exported .3DS or .OBJ mesh sequences into existing scenes without re-animating, re-boning, or re-skinning anything.

This unique concept allows you to treat an imported mesh sequence as if it were video footage, simplifying the integration of Poser mesh exports into 3DS Max. Each Mesh Foot object has it's own Out-Of-Range Setting, Scale and Time Stretch updating within the scene as you scrub the timeline.

Texture Basics

The Mesh Foot system manages textures that are applied to the managed mesh.

To begin, create a Mesh Foot Parent and browse to the horse footage.

1.) Reset Max

2.) Create a Mesh Foot Parent by clicking on the Create TAB then the Helper icon.

3.) Browse to the horse footage located in the Meshes folder of the 3DS Max root. Select the first frame in the mesh sequence.

Advance the time slider and you might see something like this.

4.) Open the Meditor and select material #13.

As you can see, the material in slot #13 is called mf_horse_obj.

When the time changes, the Mesh Foot system examines the meditor slot specified by the Mesh Foot Locator Material Slot Parameter for a texture. If there is a texture in the Meditor that matches the name of the managed mesh, the meditor texture is applied to the managed mesh. If there is not a texture in the meditor that is the name of the managed mesh, then the Mesh Foot system accquires the texture from the managed mesh and stores it into the Meditor at the specified slot, in this case, slot #13.

5.) Click on the hide (Standard) button of Material ID #1 and then open the Maps rollout and click the None button to add a bitmap to the Diffuse slot. When the Material Browser pops up choose bitmap and browse to the horse texture file located in the Poser texture folder for the standard horse.

6.) Activate the Show Map In Viewport button and the texture should appear on the horse in the Persepective viewport.

A great thing about Poser texture maps are that this single image map can be used for all Material IDs.

7.) In the Meditor, click the Go To Parent button (the up stack arrow) several times until you reach the top of the texture stack. Once again you should see all the Standard texture buttons.

8.) Click the slot 2 button and choose a map for the Diffuse slot. When the Material/Map Browser appears, select the Scene radio button option in the Browse From group. It's default setting is New until you change it.

9.) Select the horse texture that is already there, click Ok and select Instance from the the Instance or Copy? dialog that appears.

10.) Go ahead and assign the rest of the sub-material Diffuse maps to the same horse texture. By chosing Instance for every other copy, 3DS Max only has to load a single texture map when rendering this object in the scene.

After you have assigned all the maps, render the scene.

You only have to create the material one time. As long as the material name matches that of the texture in the slot specified by the locator, the texture will remain intact.

So what can mess that up you wonder... If you were to select the locator and browse to a new mesh and advance time, you would lose the material in the existing slot. This is because Mesh Foot detects that there is a new managed mesh and notices the texture name does not match. At that point, it would accquire the texture from the new mesh as it should. If you plan on reusing a locator for a different mesh sequence remember to save a version of the scene to disk so you can later re-import the texture if neccessary. Also multiple locators in the same scene, managing different meshes but having the same Material Slot parameter will erase your texture. The last managed mesh loaded will always get the Meditor slot. As a rule, if you are working with multiple meshes in the same scene, make sure that they each have a unique Material Slot value.