PVRgeoPOD export plugin for 3ds Max 2022

I just downloaded the last installer for the powerVR sdk to get the newest pod export plugin for 3d studio max. Unfortunately when starting 3d studio max it gives the error 127. I got the newest installer from the old versions directory (PowerVR SDK, 2019 R2) since the current link to the powervr sdk links to a git
(GitHub - powervr-graphics/Native_SDK: C++ cross-platform 3D graphics SDK. Includes demos & helper code (resource loading etc.) to speed up development of Vulkan, OpenGL ES 2.0 & 3.x applications)
directory and I didn’t want to build it by myself. I also tried the separate download of “PVRGeoPod” under the “Legacy PowerVR DevTools” of the download section. From what I read here in the
forum it is nececarry to use a new plugin for each new version of 3ds max.
So is it possible to publisch an export plugin here for the current 3d studio max (2022)
Or is it necessary for me to build it by myself somehow?
@JoeDavis
@CarlosSarria

Hi, Digi.

Yes, it is true that each new version of 3DSMax requires a new build of PVRGeoPOD plugin due to the strict dependency with Autoodesk’s iGame library.
Sadly, we stopped supporting PVRGeoPOD a couple of years ago, so we will no be able to supply new builds for the latest versions of 3DSMax.
As an alternative you could use the stand-alone version of PVRGeoPOD which supports Autodesk’s FBX interchange format.

Best Regards.

Carlos.

Hey Carlos,
thank you very much for your quick reply, I’ll try using the FBX to POD conversion pipeline. It is sad to hear that the POD format isn’t supported any longer since I consider it with its tools and everything as extraordinary great. Is it maybe possible to release the source code for the 3d studio plugin so I can build it by myself using the newest iGame library (eventhough I’ve read somewhere that iGame isn’t used in 3ds max anymore)?
In addition I would like to know why you stopped supporting PVRGeoPOD.

Best Regards

Digi

Hi, Digi.

The reason we stopped supporting PVRGeoPOD is that it was very expensive for us to maintain 3DSMax, Maya, Blender and the stand-alone version. The POD deployment format is also in conflict with Khronos’ glTF format and we are part of Khronos. We have done some updates in PVRGeoPOD for Blender 2.8+ and I want to update FBX to the latest version but that’s all.
As you suggested, our plan was to make all the code open source so people can maintain it if they want. Sadly it has been severely delayed but it is still in our plans.

Best regards.

Carlos.

Hey Carlos,
thank you for the detailed answers to my questions.
I’m looking forward to the release of the code in the future.

Best regards

Digi

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