Announcements, requests and support regarding the MAYA exporter
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u3dreal
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by u3dreal » Fri Nov 24, 2006 10:52 am
That sounds excellent...
thats something i could use for M2I ...
unfortunatelly there is no such site for max sdk ...or is there ???
cheers
u3dreal

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MattMR2
- Posts: 28
- Joined: Sun Sep 24, 2006 4:28 am
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by MattMR2 » Fri Nov 24, 2006 9:43 pm
Hello,
I have maya 7.0 and visaul C express edition 2005 FRENCH... if you explain me what I need to do to compile the source code... I can compil it for maya 7.0... and if the procedures are the same for linux in a few weeks I will be able to compile it for maya 8.0 linux... But I need you to explain me what I need to do to set visual C to compile the plugins... after I think I will be able to do it under linux... with a few help...
Great stuff you made, hte faster xml mesh exporter
Matt
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arneoog

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by arneoog » Sat Nov 25, 2006 3:11 am
Awsome, it's woring!
Do you have all you need to make the 6.0 and 7.0 version, yourdaftpunk?
Or should I send the 6.0 dev-files?
I want it to work for me too!

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yourdaftpunk
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by yourdaftpunk » Sat Nov 25, 2006 1:44 pm
I promise I'm going to try to compile for 7 by Saturday. If it works I'll try 6.
Also, I just got material support working in a limited way (only one lambert, blinn, or phong applied to a model). Latest files here for those with Maya 8:
http://www.shawnlipowski.com/plug-ins/
I am getting the Maya 8 bug with emitters.
// Error: No object matches name: materialInfo7.incandescence //
The MTI script should have been looking for my object's lambert shader, keylightShader.incandescence, right?
I had no idea there were even MaterialInfo nodes in Maya
-shawn
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CTZn
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by CTZn » Sat Nov 25, 2006 6:11 pm
Latest files here for those with Maya 8
Again, thanks for that Shawn.
yourdaftpunk wrote:The MTI script should have been looking for my object's lambert shader, keylightShader.incandescence, right?
CTZn wrote:Maybe there is a more general or secure way to get that string out (materialname.incadescence) ?
Mmm... don't want to bother anyone but that'll be so cool, and a final breakthrough... Material's attributes names haven't changed through Maya's versions, only their index has... well, nevermind, I know I didn't help anyone out here

or maybe it's just more complicated that I suggested

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arneoog

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by arneoog » Sun Nov 26, 2006 3:24 am
yourdaftpunk wrote:I promise I'm going to try to compile for 7 by Saturday. If it works I'll try 6.
Nice

*please let it work with Maya 6.0*
Matt B has to answer that bug question

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arneoog

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by arneoog » Sun Nov 26, 2006 3:27 am
WTF! hmm... Dubble post bug..
Stupid 500 Internal Server Errror

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afecelis
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- 3D Software: Blender
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by afecelis » Sun Nov 26, 2006 5:10 am
Linux version of the exporter would totally kick ass!

AMD Ryzen 7 1800 @3.6ghz, 32GB ddr4 3200 mhz Ram, Nvidia RTX 3060 12GB, Win10, Blender/Sketchup/Modo/Cinema4d
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yourdaftpunk
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by yourdaftpunk » Sun Nov 26, 2006 12:13 pm
Ok, the Nov. 25th version has a Maya 7 (edit: and Maya 6!) build for testing.
http://www.shawnlipowski.com/plug-ins/
I can't compile for Linux, but maybe someone else can.
Also, there is still some problems with normals. Let me illustrate:
This is what it should look like (old mental ray render):
-shawn
Last edited by
yourdaftpunk on Sun Nov 26, 2006 1:31 pm, edited 1 time in total.
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arneoog

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by arneoog » Sun Nov 26, 2006 12:19 pm
stylish
Heh, looks like he has been attacked by acid
Have you exported the normals the same way as in the MEL version?
And when do you think you'll have a 6.0 version?
Really love this thing

And I would love it even more if I could use it myself

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yourdaftpunk
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by yourdaftpunk » Sun Nov 26, 2006 12:30 pm
arneoog- just PM'd you. Get on AIM if you can - my sn is yourdaftpunk there too.
[edit: Arne found me and we've compiled it for 6!]
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arneoog

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by arneoog » Sun Nov 26, 2006 1:50 pm
Yay! it is working with 6.0
But that normal problem is still there
A 172034 tris Brain test:
This is the MEL engine:
<mesh>
<name>polyCubeShape</name>
<embedded>
<vertex pos='-1.602227598 0.028036687 1.602227598' normal='-1 0 0' uv0='0 0'/>
<vertex pos='1.602227598 0.028036687 1.602227598' normal='0 0 1' uv0='1 0'/>
<vertex pos='-1.602227598 2.9974993 1.602227598' normal='0 0 1' uv0='0 1'/>
<vertex pos='1.602227598 2.9974993 1.602227598' normal='1 0 0' uv0='1 1'/>
<vertex pos='-1.602227598 2.9974993 -1.602227598' normal='-1 0 0' uv0='0 2'/>
<vertex pos='1.602227598 2.9974993 -1.602227598' normal='0 0 -1' uv0='1 2'/>
<vertex pos='-1.602227598 0.028036687 -1.602227598' normal='0 0 -1' uv0='0 3'/>
<vertex pos='1.602227598 0.028036687 -1.602227598' normal='1 0 0' uv0='1 3'/>
<triangle_set>
<material_name>White</material_name>
<tri>0 1 2 </tri>
<tri>1 3 2 </tri>
<tri>2 3 4 </tri>
<tri>3 5 4 </tri>
<tri>4 5 6 </tri>
<tri>5 7 6 </tri>
<tri>1 7 3 </tri>
<tri>7 5 3 </tri>
<tri>6 0 4 </tri>
<tri>0 2 4 </tri>
</triangle_set>
</embedded>
</mesh>
This is the IME engine
<mesh>
<name>polyCubeShape</name>
<embedded>
<vertex pos='-1.6022 0.0281 1.6023' normal='0 0 1' uv0='0 0'/>
<vertex pos='1.6023 0.0281 1.6023' normal='0 0 1' uv0='0 0'/>
<vertex pos='-1.6022 2.9975 1.6023' normal='0 0 1' uv0='0 0'/>
<vertex pos='1.6023 2.9975 1.6023' normal='0 0 1' uv0='0 0'/>
<vertex pos='-1.6022 2.9975 -1.6022' normal='0 1 0' uv0='0 0'/>
<vertex pos='1.6023 2.9975 -1.6022' normal='0 1 0' uv0='0 0'/>
<vertex pos='-1.6022 0.0281 -1.6022' normal='0 1 0' uv0='0 0'/>
<vertex pos='1.6023 0.0281 -1.6022' normal='0 1 0' uv0='0 0'/>
<triangle_set>
<material_name>White</material_name>
<tri> 0 1 2 </tri>
<tri> 1 3 2 </tri>
<tri> 2 3 4 </tri>
<tri> 3 5 4 </tri>
<tri> 4 5 6 </tri>
<tri> 5 7 6 </tri>
<tri> 1 7 3 </tri>
<tri> 7 5 3 </tri>
<tri> 6 0 4 </tri>
<tri> 0 2 4 </tri>
</triangle_set>
</embedded>
</mesh>
You should see that the normals are not the same..

And the UVs...
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tripnfall
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- Joined: Thu Nov 16, 2006 10:12 pm
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by tripnfall » Sun Nov 26, 2006 5:26 pm
Sweet, the plug-in and scripts work for Maya 7. However, I'm also having problems with the normals being exported from Maya.
Thanks, this is awesome.
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MattMR2
- Posts: 28
- Joined: Sun Sep 24, 2006 4:28 am
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by MattMR2 » Sun Nov 26, 2006 10:09 pm
Yeah great

... it's incredible...
If you can compil it for linux do it

I just propose myself to help but I've just start with c/c++, that's why I said I can compil for linux with help

. Personaly I use suse 10.1 desktop/entreprise. Your mesh exporter are totaly incredible... you're a rock
Matt
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