XenoMax is a native plugin for 3ds Max 2012 – 2019. It supports loading files stated in XenoLib project.
Required plugins
Additional documentation
Node bracelet suffixes. [link]
UI
UI itself is self-explanatory, so I’ll skip some settings.

- Keep debug info… refers to Node bracelet suffixes
- 2 channel Normal Maps: Does not generate blue channel for normal maps.
- Import: Import scene (saves changes)
- ? button: Opens about dialog
- Cancel: Exits dialog, discards changes
- Closing dialog won’t import data, but saves changes
Keyboard shortcuts (V1.2+)
Model import dialog
- Alt + D: Keep debug info …
- Alt + T: Export textures
- Alt + P: Convert to PNG
- Alt + N: 2 channel Normal Maps
- Alt + S: Scale
- Alt + I: Import
- Alt + C: Cancel
Animation import dialog
- Alt + S: Scale
- Alt + I: Import
- Alt + C: Cancel
- Alt + A: Show About
- Alt + G: Global frames
Loading skeletons
Skeletons are automatically loaded together with model (arc for wimdo, hkt for camdo). You can also load skeletons independently from arc and extracted skl files. When loading hkt files, be sure that you select Xenoblade preset.
Loading animations
Animations can be loaded from mot and extracted anm files.
If imported animation is glitched, try checking Global frames.
When loading hkt files, be sure that you select Xenoblade preset.
Installation
Move corresponding .dlu file into %3ds max installation directory%/plugins. Versions must match!
Additionally plugin will require Visual C++ Redistributable for Visual Studio 2015 to be installed in order to work.
Usage
Importing/Exporting is from 3ds Max main menu.
hello,bro,i try the scripts for Xenoblade Chronicles X,it is run OK,but i don’t know hot to extract model file from *.nca about Xenoblade Chronicles 2,now i don’t have NS,and i can’t get a prod.keys,any others ways to do it?
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It’s not a script. To extract nca, you will need all required keys, they can be easily found on net.
There is no other way to extract them.
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No updates?
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This plugin is not being worked on at this time. Sorry.
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Hi, looking for some help, using 3DS Max 2018, and only a few models are displaying textures, I’m pretty new to all of this and I can’t for the life of me figure out why the textures are hit and miss.
Am I missing something really obvious?
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https://github.com/PredatorCZ/XenoMax/issues/11
and
https://github.com/PredatorCZ/XenoMax/issues/13
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Thank you 🙂
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Hello, after installing this plug-in, I found that it cannot read the files in my game rom. Most of my ROM is *.cpk, *.adx and *.usm files, do I need other files? Conversion tool?
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I think it’s called VGMToolbox. It can convert all of these files.
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So, I must be doing something wrong or I’m missing something…
I’m unable to “find” any animation on Xenoblade X.
Where are they?
I tried loading .camdo models and then tried with all the .hkt files with no result. I mean that’s the only other files I can load and yeah I’m selecting “xenoblade” in the preset window.
What am I doing wrong?
Thanks in advance!
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They’re stored in hkc.cpk in .sar archives.
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I knew I was missing something!
Thank you so much for your help, now I finally found them.
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Do you know how to open these archives? It seems I need quickBMS and some script, but I don’t know what script to use.
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Try VGMToolset
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Is there any way to get this working with 3ds Max 2022?
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Can be easily compiled with 2022 SDK, with some small tweaks.
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Do you know how I could go about extracting the DE character animations? I’m assuming they are in mp0#0000.mot files, but am unsure how to uncompress them.
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DE is currently not in development, sorry.
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When Xenoblade 3 is released, is there a chance you will update your utility for that?
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Whenever I’ll have time for it or be even be around I’ll add DE. This also depends if X3 is gonna run on the same engine as others.
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Is there any way this could be updated to handle Xenoblade DE animations?
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Sorry to sound like a total noob, but how would we compile this to make it work in newer versions of 3DS Max? I have the 2021 version of 3DS Max, but I’m not very good at coding, so any advice would be welcome!!
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It should be fairly simple to compile it for newer versions. No need to change code at all
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Haha, good to know—though what I meant to say was that I don’t quite understand how to get cmake to compile it correctly. I’ve been at it all day, but cmake is fighting me through and through even following your example (disclaimer: I’m on Windows 10, using version 3.23.1 of cmake, have tried on the gui version and the command line version)—it’s just giving me the wrong stuff when it’s not ignoring my attempts at inserting the related 3DS Max variables into it. I’m super new to cmake as a whole, but I really wanna make the plugin work with my version of 3DS Max so I can convert Xenoblade models again, so I’m willing to chip at it until it works lol
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