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- In order to use a gMotorMaterial you must be using the scanline renderer.
- You can only setup the first 8 sampler slots for a Material in the max plugins. Any further slots need to be setup in the Material Editor. It is not anticipated that this will be fixed.
- At export time, you will be told about issues with your mesh, however you will not be given an exact vert or face id to track down the issues.
- Texture Animation Data settings in a Material cause a crash. Fix Done - to be released soon.
- Exporting to FBX with gMotor Materials crashes max. Convert materials to standard first. Under investigation.
- Plugins do not support the Slate Material Editor. Use the simple material editor. Under investigation.
- Some meshes seem to export with out giving a complete message for some reason. Under investigation.
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