3DS Max Plugin to Blender Plugin - plugins

V3D file and i have a 3D studio Max plug-in but i don't have 3DS Max and I was wondering if it might be able to be converted to a Blender plug-in?
PS.if you need the plug-in click me
PS.2.the V3D file is a Volition 3D file for the games Red Faction and Summoner by THQ and Volition
Thanks Jared

No you can't.
3D Studio plugins are binary libraries that are linked specifically against the 3D Studio application, they cannot be used with other applications.
Blender uses python to add customised features. If you know how the plugin achieves it's results you could create an addon for blender that performs a similar task.

Related

How to include Unity3d libs in a non-Unity3d project?

I'm developing a C# library that will be used either as a plugin in some Unity3d projects and also used in non-Unity3d projects.
I need to use some Unity3d classes (such as UnityEngine.Matrix4x4) and standardize some functions to use valid types agnostically to whether the project is an Unity project or not.
So, as the title says: what is the right way to include Unity3d libraries in a non-Unity3d library project? Should I just include reference to the local Unity3d binaries (like UnityEngine.dll) in my project? If so, which is the right folder to look for these binaries (they appear in some different folders in the unity installation folder)?
If you are not actually running the Unity Engine for rendering or handling input it may be the case of forcing a round peg into a square hole, both technically and legally.
The most elegant solution would likely be to write your library in C# using more agnostic libraries. For example the Matrix4x4 class you mentioned has an equivalent in System.Numerics. Alongside the library all thats needed is a light wrapper converting a System.Numerics.Matrix4x4 to a UnityEngine.Matrix4x4. Sometimes the Unity devs themselves do stuff like this, for example the Unity.Mathematics.float3 struct which works better in ECS land than a standard Vector3.
FYI if you're looking for how some particular system works, check out the C# Reference GitHub Repository, for example the Matrix4x4 struct. Just be aware that 'copying and pasting' Unity source code is not allowed.

Unity 2019.2.12 Tile palette missing

I'm missing tile palette feature. How do I get it? Am I missing any other features?
I've seen others have this similar issue, but I never really saw it get solved.
Also on school computer so can't really access the links they posted, but I heard they took you to downloads for tile palette, but if tile palette is in the unity manual why do I need to download it from some random site?
For 2019.2 and above, if you created a new Unity project, you will need to add the 2D Tilemap Editor package from the Unity Package Manager (under Window/Package Manager) to your project to be able to create Tiles and access the Tile Palette. If you created a new Unity project with the 2D template, the package will be added for you automatically. If you upgraded from a previous Unity version, the package will be automatically added as well.

How to integrate Unitymol with Unity3D project?

Firstly, thanks for bothering your time reading this problem.
I recently want to develop a Unity3D project which serves for molecular visualization on HTC Vive with the help of SteamVR. I've found that Unitymol is a suitable solution to visualize PDB files, but I have problem import them into Unity3D, because I fail to figure out how can I export models/gameobjects from Unitymol.
What should I do? In fact, what I need is to import PDB files into Unity3D. Blender is not a acceptable solution because it can't load large PDB files and need much work to do after importation.
I am one of the developer of UnityMol.
For now, this project is not fully open sourced and you need the sources to extract generated GameObjects.
You can ask for Marc Baaden to initiate à collaboration.
We have scripts to create Unity assets and use them in other projects.
If you are trying to visualize molecules in VR, we already are doing this in UnityMol VR.

Dealing with autocad objects in Unity

I am new in Unity development and I have good experience in Autocad development. Is it possible to use 3d solids & 3d mesh terrains created in autocad and display it in the Unity interface and also get its properties (such as 3D solid color, dimensions, handles etc..)
Unity supports .FBX, .dae (Collada), .3DS, .dxf and .obj files. If your Autocad can export to any of these then the answer is yes. It is possible but read below.
Objects produced in Autocad, SolidWorks or other similar software should not be imported to Unity directly by any means. Its too heavy for Unity. If you want to use your models from any of these software, export them to software such as Maya or Blender then clean the models up. Reduce the poly counts before importing into Unity.
Note that it will take time to clean the models up. You should spend that time making new models in Maya or Blender. If your goal is to make a game, then you need to learn either Maya or Blender. Autocad is not used for that. Since you are already using Autocad, I suggest you use Maya since the UIs are now made to look similar.
EDIT:
I see an answer below suggesting that it's totally fine to use Autocad models in Unity or model the objects in Autocad. It's not just about creating models. You have to do some work on the models to make it look good and even work properly with Unity's render engine. Here are many reasons not to use Autocad to model your game objects:
1.UV mapping/unwrapping.
You have to unwrap the model's UV before importing the model into a game engine. Without this, it's hard to do texturing and you'll run into issues. Not to mention one of the biggest issue called "texture seams".
2.Texturing the model.
Again, this is done inside programs like Maya and Blender not Autocad.
3.Baking textures/Map
You need to bake maps most of the times when working with high detailed models. When generating materials from V-ray or any renderer in Maya with complex materials, you need to to bake the final result into may types of maps such as color, normal, alpha.... This also applies to light baking.
4.Map Transfer
Initially, you model high poly then transfer the map to a low poly. You can't do this with Autocad. This is very import as it reduces the number of polys in your game.
Everything mentioned above are very important when it comes to game development but Autocad is not made to handle those.
Use the right tool for the job. Use Autocad for engineering and Maya or Blender for games, movies and art. It's as simple as that.
To export from AutoCad, use the OBJ format, or FBX. The Unity "what files can I import" page is misleading because exported file formats differ with each new year and new versions of the exporting programs are often not compatible with Unity. It takes Unity devs a few years to get around to updating the import process, unfortunately.
In regards to optimizing your models, "cleaning them up" in Maya is a joke because Maya will also export "heavy" models depending on the format you use. There is a precedence for cleaning a model up, but AutoCad products are the best in the industry, and if you clean them up in a CAD program and then export in OBJ or FBX, it should be fine. Maya is also an AutoCad product, I'm just saying that you don't have to juggle a file around in different programs. If you use the OBJ or FBX export format and if your file is mostly a CG model, then it will work fine going straight from a CAD program into Unity, usually. CAD programs have utilities to clean up models, as do programs like Sketchup, DAZ3D and others. You don't need to triangulate faces, and usually OBJ will work great.
Your best option for importing to Unity is to use OBJ if possible, from any source program. Most models will sustain this if you don't have animations or "bones". If you export to OBJ and choose the option to NOT triangulate all the faces, and DO include the textures, you should be fine. If your model includes animations then you should use FBX format which will have a considerably higher file size cost.
In addition, it works better to drag-and-drop the .obj file, .mtl file and textures folder into the Unity Asset folder where you want it (better than trying the "import asset" native Unity feature).
Be advised that many of the formats that Unity claims to import on its "what files can I import" page are invalid based on the version of the exporting program. For example, DXF files must be an earlier version, not the most recent. Programs like Sketchup and .skp will only import into Unity if you use an earlier version, as far back as 2013, at this time, as of Unity 5.6.0f3.
Usually, if you are aware of these issues and you are willing to try a few methods of CG model exporting/importing, you will find success. Obviously, game devs keep using Unity because they value the engine enough to tolerate these kind of imperfections.

MonoGame content builder

Is it possible to build content for MonoGame 3.0 without having to install Visual Studio 2010 and XNA 4.0?
The content I have to build is:
3D models
textures
sprite fonts
I am aware that there exists MGCB, but before I try and use it I need to know if it is reasonably reliable for what I need it to do.
I'm no expert in this area, but I noticed you don't have an answer yet so I'll try my best.
Having Visual Studio and XNA Game Studio 4.0 installed will allow you to create Content projects that can compile your content into XNB files. Those XNB files can be used in your game without Visual Studio. You can use Xamarin Studio instead.
However, it's also possible to use some content directly. For example, you can use raw PNG files instead of compiled textures and you can build your own system for fonts. I'm not sure about 3D models.
I can't vouch for MGCB but I've read that the MonoGame team are currently developing the content pipeline. If it's not working now it probably will be in the not so distant future.
So yes, it's probably possible.
Just some helpful links. I don't know if the MGCB is finished or completed. I say that because i though i saw a todo list some where on their Git repo. I could be wrong about that.
https://github.com/mono/MonoGame/wiki/Tutorials:-Installing-Prerequisites-on-Windows
http://www.monogame.net/documentation/?page=MGCB
docs on git say build from source
https://github.com/mono/MonoGame/wiki/MonoGame-Content-Processing#building-monogamecontentpipelineprocessors
Video shows how to build MGCB from source.
http://youtu.be/ultZwdGizqM?t=5m57s