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bmax_connector's Issues

GPL compatible license missing

Hi.

I noticed that your .py file doesn't contain the usual GPL license paragraph.
As you may already know, Blender addons must be released under a GPL compatible license.

From https://www.blender.org/about/license/ :

Sharing or selling Blender add-ons (Python scripts)

Blender’s Python API is an integral part of Blender, used to define the UI or develop tools for example. The GNU GPL license therefore requires that such scripts (if published) are being shared under a GPL GPL compatible license. You are free to sell such scripts, but the sales then is restricted to the download service itself. Your customers will receive the script under the same license, with the same free conditions as everyone has for Blender. Sharing Blender or its scripts is always OK and not piracy.


Here is an example of GPL license paragraph that you could add at the top of your .py files:

# ----- BEGIN GPL LICENSE BLOCK -----
#
#  This program is free software; you can redistribute it and/or
#  modify it under the terms of the GNU General Public License
#  as published by the Free Software Foundation; either version 2
#  of the License, or (at your option) any later version.
#
#  This program is distributed in the hope that it will be useful,
#  but WITHOUT ANY WARRANTY; without even the implied warranty of
#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
#  GNU General Public License for more details.
#
#  You should have received a copy of the GNU General Public License
#  along with this program; if not, write to the Free Software Foundation,
#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ----- END GPL LICENSE BLOCK -----

Blender addons being mostly GPL licensed, the paragraph on Gumroad is incorrect (users are free to share the source code and resell it if they want):

Personal, Indie and Studio Licenses are available. Personal licenses do NOT apply to companies. For Indie and Studios purchases, script cannot be redistributed or resold unless as embedded components of electronic/interactive media

Perfect, but I missing important export function

Hello

Your plugin is perfect, but would it be possible to implement the following?

I always need to export FBX from Blender to 3ds max even with textures/bitmaps.
So when exporting FBX I need to "turn on" the function - Path Mode: Copy + Embed Textures

Or is this already implemented but I'm doing something wrong?

Regards
Martin

Color Correction node not supported

It seems that the 3ds max color correction node in 3ds max 2020 does not transfer the texture to Blender. Could you read the texture file in the color correction node (3ds max) and just transfer that as an image file to Blender? I wouldn't mind losing the effect of the color correction node in exchange for having the texture in Blender.

resulting Specular value

When moving a vray scene from 3ds max to belender, the resulting specular value on (seemingly) all materials is 2.0
Ideally this should be 1.0 or less and be driven by the VrayMtl Reflection amount/colour

The animation of baked keys in both 3d max and blender is not exported

Hello, I installed this wonderful script and addon a couple of days ago, I'm trying to export from 3d max 2023, the anchor point is not exported correctly, it stands in the place where the object was originally created, and if I moved the mesh, and then the anchor point, then it is not exported in new coordinates until I I will reset the Transformation, but then the rotation values of the 3d model will not be saved in the desired values, and then it will be difficult to assemble this 3d model from blocks, I hope you understood me correctly.
2) in 3d max, after exporting, Cameras and light sources create duplicates, it is not clear why.
3) The animation of baked keys in both 3d max and blender is not exported, it's just upset

Scale problem in MAX when System Unit Setup is in Centimeters

When exporting from Blender with Global Scale 1. What is imported in MAX is at scale 10000, therefore a Reset Xform is systematically needed (also to have right scale in terms of texture).

For what I tested, exporting FBX with apply_scale_options at 'FBX_SCALE_NONE' instead of 'FBX_SCALE_ALL' solve this problem (in additon of apply_scale_options to TRUE).

--
This scale problem isn't happening when MAX System Unit Setup is in Meters. Problem is this units configuration isn't nice when working on a scene with both big and small objects because of Viewport Clipping limitations.

Thanks!

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