New Applink released! Get it here!
Applink 2.1 release notes:
– Added Some additional features for the custom preset utility. You can now modify existing presets, bitmap/extras menues can be hidden, and UI height is user scalable.
– Added export option ‘fix wire names’ (workaround for bug in Maxs obj exporter which results in some exports material names becoming something like “wire_195270274”).
– Added support for Octane renderer bitmaps (no default preset, but you can make your own now).
– Default Arnold/Mentalray presets are now hidden depending on the renderer(s) you have installed.
– Clear Temp On Close now also clears UserData directories (previously only cleared exchange directories).
– Fixed a bug that could cause ‘export to’ folders to incorrectly named.
– Fixed bug that could happen if over 24 materials were imported at once.
– Fixed bug that could cause “Apply preset to Mesh” feature to fail.
3DSMax version compatibility:
– Max 2018 and newer ; All features are enabled and fully supported.
– Max 2017 and older ; Dissabled docking mode ( downside of using a UI designed for Max 2018+ ).
– Max 2015 and older ; Dissabled ‘make custom preset’ feature.
– Max 2013 and older ; Dissabled Gamma override feature.
– Max 2012+ ; Oldest supported version of Max. Many features are dissabled, but otherwise it should work just fine.
Installation:
1. Open the zip file and copy all the contents somewhere on your PC (like your desktop)
2. In your Windows Documents directory, assuming 3D-Coat is installed you should have a folder called “Applinks”, copy the “Max_Settings” folder in to there.
3. Copy the .BMP files to your max icons directory (search for “Icons” or “IconsDark” in you Max directory depending on your theme, newer versions of Max they will be in the “UI_ln” folder).
4. Run the file “3ds Max Applink v2.0.mcr” by dragging and dropping it on to the 3DS Max viewport, or scripting > run script.
5. After install is successfully completed, find the app under Customize > Keyboard/Toolbar tab > Category: Pilgway.
Creating a custom preset:
1. Under Options – Meterials, click on the “Make Custom Preset” button.
2. At the top of the window that appears select the material you would like to turn into a preset, and just below it give the preset a name.
3. Once you’ve selected the material any bitmap nodes attached to it will be listed below, here you can select what kinds of textures from 3D-Coat you want to use in them.
If your material has many bitmaps, open the slate material editor and double click on a bitmap node, then in the applink custom preset window press “Expand only selected bitmap” to collapse all other bitmaps in the list.
4. After setting up your bitmaps, you can set additional settings that are affected whenever the preset is used, such as changing viewport or render settings.
So, if you made a preset that required the Arnold renderer, you could set the renderer in those additional settings as Arnold by pressing “Use Current”. Now Arnold will automatically load alongside the preset.
5. Press “Generate Preset”, the window will close, and your new preset will now be listed in the main applink window.
That’s it, you’re done! Congrats on making your first preset!
DO NOT USE EXPORT CONSTRUCTOR IN 3DCOAT!
IT MUST BE DISABLED ON EXPORT FOR THE APPLINKS MATERIAL PRESETS TO WORK!
The export constructor changes texture file names resulting in the applink not knowing where to put those textures.
Presets will still load, but only placeholder textures (like “C:/color.png”) will be in the material if you use export constructor.
It is possible to use the export constructor with multiple changes to the settings to get all names back to how they are by default, but it’s not recommended.