Wanted - help with 3DS & Maya exporters
- sinbad
- OGRE Retired Team Member
- Posts: 19269
- Joined: Sun Oct 06, 2002 11:19 pm
- Location: Guernsey, Channel Islands
- x 66
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Wanted - help with 3DS & Maya exporters
It's time to show support for your engine!
We need assistance with our 3DS and Maya exporters. People are raising issues on them, but the original authors are either not around, or they are too busy now to continue to provide the level of support needed.
The core OGRE team do not have licenses for these products. I've already petitioned Alias and Discreet about whether they're prepared to offer reasonable licensing deals to open source programmers, who after all are only trying to support their products and are not in the business of being artists on the cheap, but both are incredibly tight-fisted and have offered me absolutely nothing. The OGRE team simply cannot shell out several thousand pounds / dollars (twice) to support users of these products, so I'm asking for the following:
1. Maintainers to come forward. If you own 3DS or Maya, and have experience with their scripting languages for both static and animated meshes, please volunteer to become a maintainer.
2. Alternatively, if you don't want to become a maintainer but want to help anyway, if you are able to contribute a Maya or 3DS license to the team, either through a spare copy you have, or a cash donation, we'd be very, very grateful. And no, we won't accept illegal copies
We don't ask for much back from the community - we're a very generous, giving bunch you know - but now we need your help. It's for your own benefit anyway, after all.
Proposals to me please at sinbad@ogre3d.org. It's for a good cause.
We need assistance with our 3DS and Maya exporters. People are raising issues on them, but the original authors are either not around, or they are too busy now to continue to provide the level of support needed.
The core OGRE team do not have licenses for these products. I've already petitioned Alias and Discreet about whether they're prepared to offer reasonable licensing deals to open source programmers, who after all are only trying to support their products and are not in the business of being artists on the cheap, but both are incredibly tight-fisted and have offered me absolutely nothing. The OGRE team simply cannot shell out several thousand pounds / dollars (twice) to support users of these products, so I'm asking for the following:
1. Maintainers to come forward. If you own 3DS or Maya, and have experience with their scripting languages for both static and animated meshes, please volunteer to become a maintainer.
2. Alternatively, if you don't want to become a maintainer but want to help anyway, if you are able to contribute a Maya or 3DS license to the team, either through a spare copy you have, or a cash donation, we'd be very, very grateful. And no, we won't accept illegal copies
We don't ask for much back from the community - we're a very generous, giving bunch you know - but now we need your help. It's for your own benefit anyway, after all.
Proposals to me please at sinbad@ogre3d.org. It's for a good cause.
Last edited by sinbad on Thu Jun 23, 2005 12:54 pm, edited 1 time in total.
- sinbad
- OGRE Retired Team Member
- Posts: 19269
- Joined: Sun Oct 06, 2002 11:19 pm
- Location: Guernsey, Channel Islands
- x 66
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- Google Summer of Code Mentor
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- mj
- Kobold
- Posts: 32
- Joined: Mon Mar 01, 2004 6:11 pm
- Location: Moscow, Russia
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My friend Simba is developing advanced MAX exporter. It was originally only for Ogre but now is at higher level and intended to produce full scene description in .mesh, .scene, .xode, .link, .model formats. It is designed to use with Yake engine so more details you'll find on its forums at yake.org/forum. The exporter is implemented in maxscript and much more correct and feature-rich than that is in ogreaddons. Ogre users could definitely benefit from exporter's "Ogre part".
--mj
- glateur
- Halfling
- Posts: 44
- Joined: Mon Aug 02, 2004 6:39 pm
- Location: Belgium
You may want to check out this thread: http://www.ogre3d.org/phpBB2/viewtopic.php?t=8523
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- Gnome
- Posts: 327
- Joined: Tue Feb 22, 2005 8:11 pm
- Location: brazil
ok, for those who havent, here is a link to 6.0 and 6.5 exporters
they are both the command line and the plug in (you still need the .mel files, you can find them on tools/mayaexporter/ directory)
here is the link to it : http://gramulho.tripod.com/ (stupid tripod, i dont have any good webspace, i should really find one)
as far as i know it exported all ok, nothing breaked. with an exception for some small erros and warnings on the compile. the .material could be a little old, but that you can fix that yourself.
sorry, im just to lazy to separete those, come on, its just 400k, you on 56k or what?
they are both the command line and the plug in (you still need the .mel files, you can find them on tools/mayaexporter/ directory)
here is the link to it : http://gramulho.tripod.com/ (stupid tripod, i dont have any good webspace, i should really find one)
as far as i know it exported all ok, nothing breaked. with an exception for some small erros and warnings on the compile. the .material could be a little old, but that you can fix that yourself.
sorry, im just to lazy to separete those, come on, its just 400k, you on 56k or what?
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- Gnoblar
- Posts: 2
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- sinbad
- OGRE Retired Team Member
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- Joined: Sun Oct 06, 2002 11:19 pm
- Location: Guernsey, Channel Islands
- x 66
- Contact:
.x is a pretty sucky format (opinions expressed before in this forum), and we generally prefer to provide full exporters, since the underlying file formats are most often undocumented and/or missing some information. dotXSI and .FBX perhaps offer better opportunities for a general exchange format though.
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- Gnoblar
- Posts: 5
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- Sarev0k
- Halfling
- Posts: 86
- Joined: Mon Dec 13, 2004 9:47 am
- Location: Oregon, United States
- Contact:
Here's a wishlist that we have set up in the wiki.
http://www.ogre3d.org/wiki/index.php/Ex ... er_or_Ogre.
Thanks!
http://www.ogre3d.org/wiki/index.php/Ex ... er_or_Ogre.
Thanks!
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- Gnoblar
- Posts: 5
- Joined: Sat Apr 16, 2005 7:54 am
- Contact:
I've read the improvement suggestions and, after pondering about writing a new plugin, I think it would be more interesting to improve the current exporter and make the changements in MaxScript.
Although I've only written C++ plugins, I think that I'll have no problems to use the scripting engine. The only thing that really disturbs me is that
a) there seems to be no debugger.
b) after I have changed a script, I have to restart Max before the changement is used. Is there any "reload" button?
Best regards,
Metron
Although I've only written C++ plugins, I think that I'll have no problems to use the scripting engine. The only thing that really disturbs me is that
a) there seems to be no debugger.
b) after I have changed a script, I have to restart Max before the changement is used. Is there any "reload" button?
Best regards,
Metron