Dear Ogre Community,
we have updated our Maya Ogre Exporter. It supports the latest Autodesk Maya 2012 Version (32bit & 64bit).
You can download the installer here.
Find additional information on our wiki page.
This installer will be updated as new Maya versions are released.
Greetings!
Maya 2012 (32&64bit) Ogre Exporter available
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- Kobold
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- Orc Shaman
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Re: Maya 2012 (32&64bit) Ogre Exporter available
thank you, sir!
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- Kobold
- Posts: 26
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Re: Maya 2012 (32&64bit) Ogre Exporter available
I'm currently working on a build for OSX. I've got it compiled, but Maya crashes. Can we keep in contact to make this work?
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- Gnoblar
- Posts: 3
- Joined: Wed Apr 18, 2012 9:07 am
Re: Maya 2012 (32&64bit) Ogre Exporter available
Hello Filmakademie and thanks you for your contribution to Ogre Community
We want to use your exporter from Maya 2012 x64 to Ogre3d
I read the Ogre Maya 2012 Export wiki page but I'm wondered about something :
- One mesh named character1_skin (5 materials)
- One mesh named character1_clothes (3 materials)
- One mesh named character1_boots (2 materials)
- One mesh named character2_skin (7 materials)
- One mesh named character2_clothes (4 materials)
- One mesh named character2_boots (2 materials)
On Ogre runtime I will get only one mesh with 23 submeshes. Right ?
If yes I think we will lost the logical groupping of meshes
We will not able to do something like that
Also each submesh don't have any significant name.
Maybe I miss something so correct me if I'm wrong
Thanks
We want to use your exporter from Maya 2012 x64 to Ogre3d
I read the Ogre Maya 2012 Export wiki page but I'm wondered about something :
Is that means for instance : On maya scene if i have 6 distincts meshes (each mesh can have multiple materials) layered as below:All meshes will be combined together to form a single OGRE mesh, each Maya mesh will be translated as a submesh
- One mesh named character1_skin (5 materials)
- One mesh named character1_clothes (3 materials)
- One mesh named character1_boots (2 materials)
- One mesh named character2_skin (7 materials)
- One mesh named character2_clothes (4 materials)
- One mesh named character2_boots (2 materials)
On Ogre runtime I will get only one mesh with 23 submeshes. Right ?
If yes I think we will lost the logical groupping of meshes
We will not able to do something like that
Code: Select all
mySceneMnager->createEntity("character1_skin")
Maybe I miss something so correct me if I'm wrong
Thanks
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- Orc Shaman
- Posts: 761
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- x 15
Re: Maya 2012 (32&64bit) Ogre Exporter available
Those conditions only apply if you are using 'shared geometry'
Without shared geo, you can have models exported as separate .mesh files if you want.
Without shared geo, you can have models exported as separate .mesh files if you want.
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- Gnoblar
- Posts: 3
- Joined: Wed Apr 18, 2012 9:07 am
Re: Maya 2012 (32&64bit) Ogre Exporter available
Thanks you metaldev for your reply
Ok but can I just share geometry between submeshes of one mesh ?Those conditions only apply if you are using 'shared geometry
Without shared geo, you can have models exported as separate .mesh files if you want.
'
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- Orc Shaman
- Posts: 761
- Joined: Thu Mar 17, 2005 11:56 pm
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- x 15
Re: Maya 2012 (32&64bit) Ogre Exporter available
If you mean have several pieces of geometry in maya export as submeshes of 1 mesh, the answer is yes: if you use my toolset in combination with these tools, you can control what is a submesh of what, even if all meshes are in the same scene.Ok but can I just share geometry between submeshes of one mesh ?
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- Gnoblar
- Posts: 3
- Joined: Wed Apr 18, 2012 9:07 am
Re: Maya 2012 (32&64bit) Ogre Exporter available
Thanks you very useful