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3DS Max SMD Plugins

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Needed to import SMD files into 3DSMax. The files are compatible with version 2014, 2015, 2017, and possibly 2016. To install, put the files into the plugins folder in your root 3DSMax folder. To import, go to File->Import and in the files of type drop-down box select Valve SMD (*.SMD). To export, go to file->Export, and once again choose Valve SMD (*.SMD) from the drop-down box. 

Installation:
Just place the folder and files in C:\Program Files\Autodesk\3DS Max <version>\plugins

Exporters
Skeletal Animation:
By default it'll set itself to your timeline's current range but it's not limited to it
Reference:
If the mesh doesn't have a material applied to it it'll ignore it when writing the triangles
It should automatically find explicit normals and export them
By default it'll export the name of the material itself. If you don't want that export bitmap names will grab the name of the bitmap in the diffuse slot of a standard material.
GoldSrc format will only export the node with the highest weight for each vertex.
In general:
They'll ignore anything that's hidden.
They'll also create a bone for pretty much everything that's visible.
It'll export the position and normal of every vertex it finds.
It does support just exporting your scene but hide everything that isn't needed or use export selected so it doesn't write a bunch of useless data.
Export morphs will export one node's morphs. If it finds multiple nodes with the morpher modifier you'll have to select which one you want to export.
Importers
Import Triangles:
This will name the mesh after the file, create a multi material for you, and import everything with explicit normals.
Weld vertices will compare position and rigging to avoid any redundancy. This is one of the slowest options you can enable so keep that in mind if you want some speed.
Rebuild smoothing groups will try to do what it says. There are some situations where it'll fail and probably make some weird mess of groups that accomplishes nothing.
Collision model is the same as weld vertices but it'll compare position and normals to recreate the separate hulls and it'll set the smoothing groups for you. It's also the only option that'll clear the explicit normals.
Import Bones
This will look through the scene for any bones that match the names in the file. If it can't find them it'll create them and parent them to the appropriately. It also shouldn't mess with the hierarchy of any existing bones.
If it doesn't find any triangles it'll switch over to this instead.
It'll import the animation from your timeline's current start and as long as you don't import only one frame it'll set the end of the timeline to the last.
It'll look for existing bones just like above.
There is a bug where if you do change the hierarchy from the animation it'll look odd when imported. Importing it again oddly fixes it.
If it does anything unexpected please mention your settings and upload the files. If it crashes get the dump file and upload that.

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https://drive.google.com/drive/folders/0B9uc2bZou1jgc0Y3dVh4aFBacDg

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