* removed legacy project to better focus time on new features
* changed importer into utility
* Added UI though it doesnt do anything yet
* Meshes are now updated where possible (found based on name) instead of created
* Meshes now created, smooted and rotated entirely within plugin
* Added helpers for scene exploration in Max
* Added property enumeration
* began to implement material importer. what is implemented is working OK but should consider finding a way to use maxscript to do import as this will always be more flexible.
* Utility now exists entirely within the managed plugin and no longer uses MaxScript.
* Utility now interacted with via GUI which has a progress bar and status updates
* Materials created in plugin but using maxscript calls. For all but largest materials performance is not an issue.
* removed link to maxscripts since they are only for local experimentation now
* material now created via proxy object MaxScriptStandardMaterial, to decouple accessing properties from converting them and building script, to decouple debugging, and to allow mapping of values such as colours
* removed redundant code
Impelemented (sort of) server functionality with sockets - checking in just to keep track of this hopefully its about to be replaced with shared mem
* replaced sockets with shared memory
* successful transfer of genesis from live daz to max via memory and headless daz utility!
INTERIM Added named pipes and removed exporter decoration. about to remove shared mem.
Refactored to use pipes instead of sockets/sharedmem/files
Refactored to make the DzAction the primary plugin object and removed redundant exporter code
Refactored max bridge to make responsibilities clearer and remove redundant code
Successfully transfered scene data multiple times using pipes.
Added colour mapping based on lookup.
Now imports items in a hierarchy designed to emulate the functionality of the Daz hierarchy
Fixed alpha conversion (we dont want to do any just yet)
Added documentation images