Nov
2008
Article Overview
- New SculptShape button and NURBS support
- Introducing the Maxproxy exporter: Copyright issues and program architecture
- Using Maxproxy to export from Second Life
- What's new in Maxport and 3ds Max
- A proposal for determining texture export rights
- ALL (printer friendly)
SL to 3ds Max Workflow
Of course, the really big feature in 1.1 is the ability to export prims from Second Life and OpenSim to a local disk. Once exported, you can load the project into 3ds Max or upload it to another grid. In 1.1, prims and linksets can be exported but not textures. You must be both the creator and owner of a prim in order to export it. Basically, you can export anything that you have created. Textures aren’t currently allowed because determining the creator of a texture is more difficult than for prims. Later in this post, I will discuss textures in more detail.
Copyright and Inter-grid transfer
Before I get into the details of how export works, it’s important to look at the legal and moral context in which this operates.
There’s no doubt that content creators have the right to transfer their own works to other grids, including both prims and textures. They do not, however, have to right to transfer the work of other people without explicit permission.
The most common way that this permission would be expressed is in the form of a license such as the GPL or Creative Commons. Without explicit permission from the creator, it is both illegal and immoral to transfer a work out of Second Life. Prim Composer will enforce the rights of content creators to the fullest extent possible.
This task is made unpleasant by the fact that there is no mechanism for determining licensing (SVC-701) or inter-grid transfer permissions (MISC-1277) via an automated process. In the absence of this information, an exporter is forced to err on the side of caution. Restraint is also demanded by the fact that exporting and re-importing content has the egregious effect of removing all of the original creator’s identifying information from the content. In effect, the person who re-imports the content becomes the new creator in the target grid.
It is for these reasons that no prim or texture will be exported unless it was created by and is owned by the person doing the export.
Maxproxy Exporter
1.1 includes a new program called Maxproxy. Maxproxy allows you to export prims and linksets from Second Life and OpenSim grids to the Prim Composer project format on local disk. Architecturally, Maxproxy sits between your viewer and the grid. The viewer connects to Maxproxy which then connects to the target grid. Maxproxy forwards packets from the grid to the viewer, watches the data stream to determine when you select things in the viewer, and responds to chat commands.
See also: Prim Composer – Support.

[...] The full release notes explain the export process: [...]
I’m trying to export out of an local opensim region through Hippo OpenSim Viewer. I have the “proxy ready at 8080″ using the uri switch to 9000, but when I load the viewer maxproxy isnt loaded.
Sorry for the late reply. Hippo doesn’t seem to use the –loginuri switch. Instead, it has the “Grids” button on the login screen.
To use Hippo with Maxproxy, you need to add a grid to Hippo that has the Maxproxy loginuri.
I was reading some pages of the site, including installation orders, but from some reason there were no buttons added to my 3ds Max for creating sculpt, at all.
I was wondering if I have installed it right and went over the whole thing again, but found no errors, therefore I believe I did right, but something is still not working properly.
Maybe someone can assist me with it. Is there another stage after coping the “primecomposer” directory to the max “stdscripts”? Which files am I suppose to copy to 3ds max and to what directory?
Sorry for all the question, but I really want to start using it
BTW, if anyone has good tutorials for it, it’ll be great.
Thanks ahead
What version of 3ds Max do you have? Sometimes you have to restart 3ds Max twice after installation before it fully works. Do you see the “Prim Composer” menu in the top/main 3ds Max menu bar?
Yeah, I found it.
Now just need to figure out how to use it. Not as simple as I thought
The Prim Composer FAQ should answer most of your questions about how to use it. Plus, some of the newest features are described in blog posts such as this one.
Worked perfectly
Thank you very much
[...] to 3ds Max Prim Composer – adds the ability to export prims from Second Life/OpenSim and import them into 3ds Max. You can [...]