New Maya exporter - please test
- sinbad
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New Maya exporter - please test
bisco has written a new Maya exporter that we'd really like Maya users to test and feed back on. It exports skeletons with any number of clips (that you can create using the trax editor or whatever you want, basically you just tell from frame "m" to frame "n", get the animation and call it "name").
You can get the precompiled binary for Maya 6.5 here. bisco has said he can compile for older versions of Maya on request.
Please have a go with this, Maya users, and give us your thoughts.
You can get the precompiled binary for Maya 6.5 here. bisco has said he can compile for older versions of Maya on request.
Please have a go with this, Maya users, and give us your thoughts.
- bisco
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I just found out a bug that made the exporter go reaaaally slow. I sent you the updated binaries and src by mail.
If anyone finds out any bug please tell, so I can try to figure out a way to make the due changes.
B.t.w. in maya 6.0 and 6.5 something isn't working right with the output window, so if you want to check the progress of the exporter open the script window (only problem is after a while it won't get refreshed, but at the end you can see what happened)
Binaries for maya6.0 coming soon....
bisco
If anyone finds out any bug please tell, so I can try to figure out a way to make the due changes.
B.t.w. in maya 6.0 and 6.5 something isn't working right with the output window, so if you want to check the progress of the exporter open the script window (only problem is after a while it won't get refreshed, but at the end you can see what happened)
Binaries for maya6.0 coming soon....
bisco
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dagoose
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kewl ... I would really like to test it!!!
but I'm still working with maya5.0.
Don't know if you would also like to give me the source ... I'm really interested in getting as much as possible out of maya what belongs to character animation with bones,ik and so on.
can't wait to get this .mll
btw. can you tell me how many bones ogre supports?
thx & gr33tz
dagoose
but I'm still working with maya5.0.
Don't know if you would also like to give me the source ... I'm really interested in getting as much as possible out of maya what belongs to character animation with bones,ik and so on.
can't wait to get this .mll
btw. can you tell me how many bones ogre supports?
thx & gr33tz
dagoose
- bisco
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I already sent the src to sinbad, I'll see if I can put up a web page for that too sooner or later. In the meanwhile I can send you the source code by mail if you wish
One thing: remember to triangulate before skinning your character, 'cause you'll have to delete the history, otherwise all the info will remain stored in the polyTriangulate node, which right now isn't read by the exporter (which means that it skips the skeleton too because it will be linked through the polyTriangulate node). I'm working on it to see if there is a way of getting around the polyTriangulate node (one way would be to tringulate inside the exporter).
Other thing: only smooth bind on skin supported right now
about the bones, there is a constant set in the OgreSkeleton.h file which limits the number of bones to 256, don't know what happens if you change it....
bisco
One thing: remember to triangulate before skinning your character, 'cause you'll have to delete the history, otherwise all the info will remain stored in the polyTriangulate node, which right now isn't read by the exporter (which means that it skips the skeleton too because it will be linked through the polyTriangulate node). I'm working on it to see if there is a way of getting around the polyTriangulate node (one way would be to tringulate inside the exporter).
Other thing: only smooth bind on skin supported right now
about the bones, there is a constant set in the OgreSkeleton.h file which limits the number of bones to 256, don't know what happens if you change it....
bisco
- bisco
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mmm, don't know if the link is up to date, if you try it and it's awfully slow it might just be the wrong version (let's hope...
). Should be ogresomething...6.5b.zip
I was thinking about a .scene exporter too, but it will take a long time and lots of suggestions and decisions are to be made.
Well let's start with the first tests then
I was thinking about a .scene exporter too, but it will take a long time and lots of suggestions and decisions are to be made.
Well let's start with the first tests then
- bisco
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- DieHard
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- bisco
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I just added a few options and corrected a couple of issues of the exporter.
Here's the changeLog:
- added option to copy used textures to output directory (so you won't have to go look for them for yourself)
- added option to create a prefix for materials (to avoid duplicate names with different exports), a "/" is automatically added at the end
of the prefix
- corrected a couple of issues with pathnames.
And here's the new download link:
http://prdownloads.sourceforge.net/ogre ... p?download
Here's the changeLog:
- added option to copy used textures to output directory (so you won't have to go look for them for yourself)
- added option to create a prefix for materials (to avoid duplicate names with different exports), a "/" is automatically added at the end
of the prefix
- corrected a couple of issues with pathnames.
And here's the new download link:
http://prdownloads.sourceforge.net/ogre ... p?download
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MrBigs
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.scene exporter?
bisco wrote:mmm, don't know if the link is up to date, if you try it and it's awfully slow it might just be the wrong version (let's hope...). Should be ogresomething...6.5b.zip
I was thinking about a .scene exporter too, but it will take a long time and lots of suggestions and decisions are to be made.
Well let's start with the first tests then
Ok - so I'm a little new and I'm assuming then that there is no .scene exporter for Maya at the current present time?
Is the .scene exporter for 3dsmax still a working alternative if I need to use .scene to generate some levels?
- Nek
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The Maya scene exporter is work in progress according to this post:
http://www.ogre3d.org/phpBB2/viewtopic. ... maya+scene
Blender is work in progress as well:
http://www.ogre3d.org/phpBB2/viewtopic. ... e&start=25
And like you mentioned .. max is currently used by a number of teams and is a good alternative if you are trying to hit the ground running.
http://www.ogre3d.org/phpBB2/viewtopic. ... maya+scene
Blender is work in progress as well:
http://www.ogre3d.org/phpBB2/viewtopic. ... e&start=25
And like you mentioned .. max is currently used by a number of teams and is a good alternative if you are trying to hit the ground running.
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MrBigs
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Yeh, my team is trying to hit the ground running, we can use either Max or Maya at this stage. I would prefer to use Maya but it doesn't look like a viable choice at this stage. I'm about to try and get Octopus tool working for the .scene export.
I've read in some forum post that this is better than the other .scene exporter for max - is this true. I just want something that isn't too hard to get working.
I've read in some forum post that this is better than the other .scene exporter for max - is this true. I just want something that isn't too hard to get working.
- Nek
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Imperil
I just wanted to say thanks to bisco again even though I already have via PM. This new exporter not only corrected some issues but is much easier to use due to exporting of bone names, etc. Also the changes from using an absolute path to the skeleton and the material names is a very welcome change as it gets rid of some manual change hassle.
Using this new exporter we successfully exported our characters and have them running in the engine.
Thanks again so much!
Using this new exporter we successfully exported our characters and have them running in the engine.
Thanks again so much!
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MrBigs
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MrBigs
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please help
okies, downloaded the exporter, unzipped it all to the right directories, loaded it up in the plug in manager but then I get nothing, no menu or buttons...
How do I use the exporter?
How do I use the exporter?
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luozhiyuan
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why i can't download the exporter for maya 6
that's so sad
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qsilver
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dorvo
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fifty1
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AFAIK, the PLE editions disable all file output using MEL or the API. Because of that, no exporters will work. 
John Van Vliet
In-Turn Software
In-Turn Software