Model library?

Model library?

n_maasdijk
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Message 1 of 10

Model library?

n_maasdijk
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Hi everyone,

 

Quick question, is there any way to get a library for models like the material library?

 

My A.I assistent keeps suggesting the "Content browser", but only after argueing with it i found out it is a pain plugin.

When looking around i found more of these paid plugins, but thats not really that necessary.

 

I also read something about an Asset Library, but then a few minutes later i found out its discontinued.

 

Im now at the point i cannot see the wood for the trees anymore surrounding these external plugins and alternatives, so anyone knows whats the most simple (and possibly free) option right now?

 

Thanks!

 

-Nick

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677 Views
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Message 2 of 10

casey_hawley
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I haven't tried these, but I found this list of free viewers:

 

https://www.thewindowsclub.com/free-3d-file-viewer-software-for-windows 

 

Please let us know if any of them work well.

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Message 3 of 10

n_maasdijk
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For some reason my reply i typed yesterday has vanished, so ill type it once agian.

 

I have maybe not explained it thoroughly enough.

I dont need a viewer, i was wondering if there was a library-like place where i can store models and take them out and place them in different scenes.

Since i use a lot of Autodesk Inventor .ipt's, and every nut and bolt and washer i need to manually add thread and extra coloration in post production because those settings dont get transported from Inventor.

 

But making a multi-sub object for every nut and bolt, transforming every nut, bolt and washer to a polygon, assigning material ID's to every part of every nut and bolt and that every scene again and again is just not time-feasable. But if there would be some kind of library i only have to make every variation once. In Inventor we have the Content Centre where you can store small parts and take them out and place them in your assembly, ad i was wondering if something like that is also possible within MAX.

 

Thanks!

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Message 4 of 10

casey_hawley
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Okay, I think I understand better. If you are prepared to make each piece once, then just make each piece in a single Max file. Be sure to name the finished objects appropriately, or group them - however you want to organize it - then use the Max file as your "template" that holds all your pieces. When you need a piece, use File > Import > Merge to bring it in from the template file. 

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Message 5 of 10

n_maasdijk
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Thanks for the explanation. But how would you go about that exactly? If you merge the complete scene would that not also merge everything within that scene? 

If that is the case, i dont think its beneficial to make the template file too extensive, because then you are importing for example the complete library while you only need 1 nut and bolt. 

Or am i getting this wrong and is there an easier way to do this?

 

Thanks!

 

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Message 6 of 10

casey_hawley
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When doing a 'Merge' you are presented with a dialog window that allows you to pick any object or multiple objects within to merge. The idea is when you need a specific piece you just pick it from the list. Note that Merge only works with Max files. Merging is pretty straight forward. Check the help docs (F1 in Max) for info about all the Merge options. 

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Message 7 of 10

CAMedeck
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Our team has a lot of 3d models that we've built, purchased, or found for free online.  They are all saved into a Library folder on our server, sorted into various subfolders, and a thumbnail rendered for each.  When we need something, we can either do a Merge from within 3ds Max and navigate to the correct folder, or find the model in Windows Explorer and drag/drop to merge it into the scene.

Years ago, however, I used a free app called Connector by Design Connected.  You tell it where to look on your drive, and it will display thumbnails for any images, 3d models, etc. that it finds there.  You can also tag and search through it to find what you need.  Once you locate the model you want, you can drag/drop right out of Connector into 3ds Max.

 

https://www.designconnected.com/connecter/desktop-app

 

Obviously, you'd need to spend the time generating all of your content to create the library.  But you can always start by finding objects in past projects that are already modified and do a Save Selected to isolate them into their own file.  A personal note on this: if you save selected objects from a scene, I recommend opening a fresh Max scene and merging those objects in, then saving that file.  This will strip out any outside references due to unused materials in your editor, render settings, etc., and give you a much cleaner, efficient file for your library.

Chris Medeck
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Message 8 of 10

n_maasdijk
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That first option sounds exactly like what i am looking for!

 

I am giving it a shot, but i have a few small questions.

 

The " Library folder on our server, sorted into various subfolders...". Is that:

A - a main folder, with subfolders, where there are scenes within the subfolders wich contain the library?

B - A main folder, wich is a scene within itself, where there are subfolders within the scene and within the cloud? (If so, how would one achieve this?)

C - Something different and i just dont understand something.

 

Thanks already!

 

p.s. apologies for the late reply, rough few weeks behind me. 

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Message 9 of 10

CAMedeck
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Each 3d model is housed in it's own 3ds Max file.  So we have a folder on our network drive called 3d, then several folders in there that include one named Models (and also one called Model_Textures to store texture maps).  Within Models, we have about 40 folders of different categories (Food, Furniture, People, Vegetation, etc.) and in some cases these folders even have their own subfolders.  But then, we have the Max models.  Typically each Max scene has one 3d model to make it easier to drag and drop into an open Max scene to Merge it in.  Along with the 3d models we have small renderings of the scene contents saved as JPG files with the same name as the model.  That way you can quickly scan through thumbnails in Windows Explorer to find what you need.

 

To get a head start on the thumbnail creation, we used a software called Project Manager by KStudio: https://3d-kstudio.com/product/project-manager/

It can render out quick thumbnails without opening 3ds Max.  Not all thumbnails come out just right, but most are good enough.  For the bad thumbnails, I've created a Max file that has some basic lighting and various cameras set up, sort of like a studio.  Then I'll do an XREF scene and choose a model from our library, render an image, and save over the other image.  In fact, I've got 3 different studio files depending on the size of the model and whether it's indoor or outdoor.  I really like to be organized, it can save a lot of time later on. 🙂

Chris Medeck
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Message 10 of 10

n_maasdijk
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Amazing! This is exactly what i have been looking for.

 

The thumbnails are not really needed, since i am the only one that uses 3DS Max so ill get it from memory. But the way you described storing and sorting will make my life so much easier!

 

Also thanks that you mentioned that you can drag and drop files to merge them, i didnt know that yet, and that will save me many hours manually browsing through up and down through folders within the max merge viewport.

 

Many thanks!

 

 

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