Version 0.7 Last Modified 29th July 2002

Exporting the ASE file (Export Options)

ALWAYS SAVE TO .MAX BEFORE YOU EXPORT TO .ASE!!!  The exporter is quirky and can cause unexpected 3DSMAX process termination under specific circumstances that you should try to avoid.  Avoidance consists of setting the .ase export options you use depending upon the nature of the objects you have created.

Exporting for ase2w or ase2prm

For untextured  (i.e. unmapped / no UV coordinates / no UVW mapping) the "Mapping Coordinates" checkbox should be left *unticked*.  In Max R2.5 and R3.x (at least) you can not mix mapped and unmapped objects in the same scene and attempt to export to .ase.  Since it is possible to inadvertently create unmapped objects in a scene accidentally, always save to .max as a precaution. 

Vertex colors are set to white by default, so if you haven't monkeyed with these colors it is quite safe to export them (essential in fact), the same goes for Mesh Normals

The only things your should ever turn off are Materials and Mapping coordinates for scenes consisting only of unmapped objects.

Export Parameters

Exporting for ase2taz or ase2vis

ase2taz and ase2vis uses vertex information of objects only; and ignores anything else. When exporting boxes for ase2taz or ase2vis, "Mesh Definition" and "Geometric" must be ticked; all others are irrelevant. As 3DSMax remembers your export settings, it is usually convenient to set it up once for world/prm creation, then leave it unmodified for all.

Contents Page

Next