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Maya import #86950
08/21/06 21:05
08/21/06 21:05
Joined: Aug 2006
Posts: 4
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pxlgraf Offline OP
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pxlgraf  Offline OP
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I have been trying the mayato3DGS plugin. It seems that it only converts blocks of 33 polygons or less. Am I missing something? I tried the scene export but it locked up.

thanx

Re: Maya import [Re: pxlgraf] #86951
08/21/06 21:53
08/21/06 21:53
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
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JetpackMonkey  Offline
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Joined: Nov 2003
Posts: 1,659
San Francisco
You can contact support@cdkstudio.com for help. I'm spending some time getting to know this promising looking tool. About the 33 face limit per piece, I really hope that will change sometime soon, I want an unlimited amount of faces! About WMP export lockup-- it looks like there are a couple of bugs that can get in the way, but I'm pretty certain that there will be an update fixing some of these problems sometime soon. It's often like this with a 1.0 version.



Re: Maya import [Re: JetpackMonkey] #86952
08/22/06 20:12
08/22/06 20:12
Joined: Jul 2006
Posts: 16
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Absorb Offline
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Absorb  Offline
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Joined: Jul 2006
Posts: 16
I also want an amount of faces. but I can't.

3D GameStudio Map Limits:
Map size (Quants) 100000. Coordinate origin should be at the center of map.
Polygon per block 30
Edges per Polygon 15
Texture size 1024x1024.

Re: Maya import [Re: Absorb] #86953
08/23/06 20:53
08/23/06 20:53
Joined: Aug 2003
Posts: 73
Newport, N.C.
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David Offline
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David  Offline
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Joined: Aug 2003
Posts: 73
Newport, N.C.
I hope the MayaTO3DGS works well. I saw what it was advertised to do and bought the Full Version yesterday.
Have not tried it yet. Have about 20 to 30 MAya models I want to import to 3DGS for a racing/driving game.

If you have any problems or hints of operation, please let me know. I hate reinventing the wheel if something has already been tried.

Appreciate it.

Dave

Re: Maya import [Re: David] #86954
08/24/06 06:25
08/24/06 06:25
Joined: Jun 2004
Posts: 2,234
Wisconsin USA
FoxHound Offline
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FoxHound  Offline
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Joined: Jun 2004
Posts: 2,234
Wisconsin USA
I"m pretty sure that Mayato3dgs only converts the maya file into blocks, not into mdls. There is a download on the dowload page that will handle changeing maya into a mdl, however it is md5, so no bones or multitexturing.


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Re: Maya import [Re: FoxHound] #86955
08/24/06 07:14
08/24/06 07:14
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
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JetpackMonkey  Offline
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Joined: Nov 2003
Posts: 1,659
San Francisco
For making a level in Maya out of MDL's, Ventilator's Obj_Splitter is free, stable and does the job very well.

I just put it online for you to download.

http://www.milkycat.com/cobweb/obj_splitter/

I've used it literally thousands of times. It works by exporting your level from maya as a multiple-object obj file. Then it converts each object in the obj file into a MDL. Next, a wmp is built so that all the MDL's are in the same position as the Maya level. And all the attributes you set for the obj in Maya (stashed within its object name) are assigned. It exports the wmp, builds a wmb and even runs it for you. It's not as pretty looking as MayaTo3DGS, it's a little tricky to set up at first, but it's a workhorse: very effective and very stable. For the time being I think it's probably the most practical and effective solution for MDL based level design-- and you can also use it with other 3D applications that support obj export and a little bit of scripting!

If its not level design in Maya you want, but instead animation, use ActorX tool for bones and vertex animation, or ventilator's older maya exporter for vertex animation. For vertex animaton I find Ventilator's Maya exporter to be easier to use, with its automatic cycle naming system.

Re: Maya import [Re: JetpackMonkey] #86956
08/24/06 19:00
08/24/06 19:00
Joined: Aug 2006
Posts: 4
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pxlgraf Offline OP
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pxlgraf  Offline OP
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I am trying to get Objsplitter to work. It goes fine in Maya but when it starts compling in WED, I get a message

--- Critical Error---

unrecognized Map file format.maya_scene./$$m!

WED does not load.

Does this have anything to do with checker.tga which I can't find?

Re: Maya import [Re: pxlgraf] #86957
01/01/07 15:10
01/01/07 15:10
Joined: Nov 2003
Posts: 1,659
San Francisco
JetpackMonkey Offline
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JetpackMonkey  Offline
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Joined: Nov 2003
Posts: 1,659
San Francisco
Oh that could be.. just make any old tga file called checker.tga


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