为 3DS Max 2010 编写命令行场景解析器
我试图找出是否有可能为 3ds max 2010 编写命令行场景解析器。 我想从 max 场景中收集一些信息,而无需加载 Max studio。我被告知,如果不启动 max studio,就无法访问 Max API。
我的程序的可能用途
C:\myparser.exe "myfile.max" > :)
非常感谢任何帮助/建议/黑客
谢谢
I am trying to find out if its possible at all to write a command line scene parser for 3ds max 2010.
I want to gather some information from the max scene without having to load up the Max studio. I have been informed that its not possible to access the Max API without starting the max studio.
Possible use of my program
C:\myparser.exe "myfile.max" > bonenames.txt
Any help/suggestions/hacks are greatly appreciated :)
Thanks
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只要有足够的时间、经验和资源,大多数事情都是可能的。但您的建议通常是不可行的,除非您:
如果您只是尝试从文件中提取骨骼名称 - 并且仅针对实际的骨骼对象而不是用作骨骼的任意几何体 - 有可能(尽管非常小)创建许多不同的文件以非常小的方式可能允许您执行二进制差异并从内容中推断出一些模式。
例如,保存一个空的 Max 场景,然后向其中添加一根骨骼并保存,然后重命名该骨骼(使用相同数量的字符)并保存,然后重命名该骨骼以添加一个字符并保存,然后移动骨头并保存它,然后添加另一个骨头并保存它。然后尝试添加修改器或参数块,或隐藏骨骼,或将其移动到另一层等,看看会得到什么。运气好的话,在这些废品层中可能有一个你可以自己解析的合理模式。
Most anything is possible with enough time, experience, and resources. But what you are suggesting is generally not feasible unless you:
If you are only attempting to extract bone names from the file—and only for actual bone objects instead of arbitrary geometry used as a bone—there is a chance (albeit very slim) that creating many files that differ in very minor ways might allow you perform a binary diff and deduce some patterns from the contents.
For example, save an empty Max scene, then add one bone to it and save that, then rename the bone (using the same number of characters) and save that, then rename the bone to add one character and save that, then move the bone and save that, then add another bone and save that. Then try adding modifiers, or param blocks, or hiding the bone, or moving it to another layer, etc. etc. and see what you get. With luck there might be a sensible pattern among the layers of cruft that you can parse for yourself.