New Maya exporter - please test

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sinbad
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New Maya exporter - please test

Post by sinbad »

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.
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bisco
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Post by bisco »

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
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Post by dagoose »

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

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Post by bisco »

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
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Post by Rixeh »

YES! YES YES DEAR GOD 8) 8) 8) 8) :shock: :shock:

Give me a bit to test it. ;)
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Post by bisco »

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... :roll: ). 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 :wink:
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Post by bisco »

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Post by DieHard »

This is awesome to see progress on Maya 6.5! I'm hoping for a full-featured exporter!

I'll get my members to test it!
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Post by bisco »

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
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Post by MayaMan »

If you get it working for Maya 5.0, can you post the necessary binary download for it. I am working with Maya 5.0 as well and would be willing to help test it out. But I know very little about the coding part of maya.
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.scene exporter?

Post by MrBigs »

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... :roll: ). 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 :wink:

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?
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Post by Nek »

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.
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Post by MrBigs »

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.
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Post by Nek »

We currently use Maya for our char models and 3d for scenes. The exporter for Maya works very well for characters so you can go that route.
Imperil

Post by 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!
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Post by MrBigs »

Nek wrote:We currently use Maya for our char models and 3d for scenes. The exporter for Maya works very well for characters so you can go that route.
oh, ok - sounds good, I will check it out and see how I go. I'm assuming that you guys are exporting out in a .scene format.

Will check it out now
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please help

Post by MrBigs »

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?
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Post by MrBigs »

sigh, i fixed my problem - obviously I need some sleep, had some files in the wrong folders...

Anyways, I now have the exporter loading in maya :)
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why i can't download the exporter for maya 6

Post by luozhiyuan »

that's so sad
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Post by bisco »

mmmm, I compiled a version for maya 6.0, gotta check with sinbad where to put it....
I'll post the link when it's up
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Post by qsilver »

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Post by bisco »

hey great, I forgot I had already sent the binaries :oops:
now let's see if I can compile the 5.0
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Post by dorvo »

Does anyone know if the Maya 6.0 exporter works for the PLE edition. No, this isn't an attempt to find a cheap way to create commercially used models. I'm using MayaPLE strictly for personal use and have no plans on selling what I make (just showcase it :wink:).
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Post by fifty1 »

AFAIK, the PLE editions disable all file output using MEL or the API. Because of that, no exporters will work. :cry:
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Post by dorvo »

Well that seriously sucks. :cry:
I really don't want to have to learn another modeling package. Gah!
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