Nuke'Em (Max to Nuke Exporter)

3 votes
Version: 
2.9.4
Date Updated: 
07/20/2015
Author Name: 
Gavin Greenwalt

Just paste the output straight into the DAG and have your 3D scene ready to render.

Exports Cameras (Standard, Physical, Brazil 2 and VRay), Objects, Animated Objects and Helper Objects.
Automatically brings in diffuse and opacity colors/map.
Creates a Nuke Script automatically.
Outputs Chan files.
Chan object and camera animation import into Max from Nuke.
Outputs Custom Frame Ranges for Transform or OBJ Sequences.
Single Object Utility buttons (export a single OBJ/3D-Transform in one click).
Nuke and After Effects 2D corner pin export.
Correct VRay Physical Camera FOV export.

Features left to do:
Add Scale Animation.
Add FBX Support.
Add Per Object Output Settings.
Add zooming to Chan files (Currently unstable).
Add VRay Material Support.
Add Bitmap Tile and Offset settings.
?Procedural Maps?
Update/Replace existing Nuke nodes and Max objects (round trip synchronization of animation).
Add multiple Transform and Rotation orderings. (Implemented but unreliable).
Lights.
Special Thanks to Christian Pundschus for some code from max2nuke v.03 used with permission.

Comments, Suggestions and Bugs can be sent to Gavin Greenwalt: im.thatoneguy[at]gmail.com

Version Requirement: 
3ds Max 2009
AttachmentSize
nukeem2-9-4.mcr43.33 KB

Comments

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tronotrond's picture

A small addition

Hi, first of all thanks for the great script and keeping it up to date!

I have a small addition to it you could include. Right now it fails if the selected camera is referenced in to the scene. I added this snipped to the getCamDetails function to get around the problem.

if classof selCam == XRefObject then
(
selCam = selCam.actualBaseObject
)

im.thatoneguy's picture

Updated to support 2016 Physical Camera

2.9.4: Updated to support 2016 Physical Camera.

notnerb's picture

Wow

Really great script. Well done.

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