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New Maya exporter - please test
Posted: Thu Apr 14, 2005 5:13 pm
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.
Posted: Thu Apr 14, 2005 7:20 pm
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
Posted: Thu Apr 14, 2005 7:46 pm
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
dagoose
Posted: Thu Apr 14, 2005 8:00 pm
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
Posted: Thu Apr 14, 2005 11:34 pm
by Rixeh
Posted: Thu Apr 14, 2005 11:38 pm
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...

). Should be ogresomething...6.5
b.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

Posted: Fri Apr 15, 2005 12:27 am
by bisco
Posted: Fri Apr 15, 2005 5:47 am
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!
Posted: Fri Apr 15, 2005 6:17 pm
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
Posted: Sat Apr 16, 2005 4:02 pm
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.
.scene exporter?
Posted: Thu Apr 21, 2005 3:57 am
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...

). Should be ogresomething...6.5
b.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?
Posted: Thu Apr 21, 2005 4:44 am
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.
Posted: Thu Apr 21, 2005 6:20 am
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.
Posted: Thu Apr 21, 2005 3:14 pm
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.
Posted: Thu Apr 21, 2005 3:22 pm
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!
Posted: Sat Apr 23, 2005 2:37 pm
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
please help
Posted: Sat Apr 23, 2005 4:21 pm
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?
Posted: Sat Apr 23, 2005 4:57 pm
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

why i can't download the exporter for maya 6
Posted: Sun Apr 24, 2005 9:26 am
by luozhiyuan
that's so sad
Posted: Sun Apr 24, 2005 6:46 pm
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
Posted: Sun Apr 24, 2005 7:31 pm
by qsilver
Posted: Mon Apr 25, 2005 12:13 am
by bisco
hey great, I forgot I had already sent the binaries
now let's see if I can compile the 5.0
Posted: Fri Apr 29, 2005 4:21 pm
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

).
Posted: Fri Apr 29, 2005 5:38 pm
by fifty1
AFAIK, the PLE editions disable all file output using MEL or the API. Because of that, no exporters will work.

Posted: Fri Apr 29, 2005 7:29 pm
by dorvo
Well that seriously sucks.

I really don't want to have to learn another modeling package. Gah!