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Odd Max Export Issue; Numbered Names?

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us-arizona
Hey all,

I have the famous export error message about parts (Nodes) or materials that are beginning with 'numbers', which the compiler doesnt like.

Fine and dandy, except that I have 'no' materials with that said number(s) and no nodes or parts with that said number(s) either.

This is a port over from Gmax through Blender, so that may be the issue, hidden properties.

Anyone have this happen? Where on earth are their other names for parts and materials that I am missing?


Many thanks for any input.



Bill
 
Ok.. In my searches to track down this issue, I found my way to the Material list in the library. (It was tough to find, for me anyways). When found, I discovered that my Material called 'Fuselage' is called 02 Default in the library of Materials.

I thought, hmm... I renamed it.. Why isnt it Fuselage?

So I deleted it. The parts remained having this material. So I renamed another default and called it something else (name, not number), and this time, it exported, though still had 2 warnings of the old material being somewhere in the model.

More to the switch over to Max then I thought. I wonder how I go about properly creating Materials to keep this from happening? I think I actually like the old way of Gmax's library functions; Material Library, and then Material Editor. Having a built in mini-library built into the Material Editor and then a master library seems a bit.... confusing?



Bill
 
hi Bill.

The FSShaderTool lists all the materials in the scene and is far more user-friendly than the stock material editor.

And yes. For some reason, max assigns "default"-materials to objects when imported from blender exports. BTW, I use .FBX file format from blender to Max.
 
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