Re: [Algorithms] Maya file format reader/writer.
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From: Jonathan M. <jo...@kn...> - 2000-11-29 20:59:47
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We use a similar technique for our game engine. Everything is stored as
either Maya ascii or Maya binary. Then when we want to export to our in
game format we go through all of the files and use the maya api to gather
the data and export it to our resource format. Everything for the game is
done in maya and photoshop, with no other tools other than our
level/character compiler (which is the code that does the translation).
I would characterize Maya as being the best of the worst. It's an
amazingly complex software package, and it has a lot of bugs. However, that
being said, it's still functionally better than the competition in most
areas. The main issue is making sure that your artists are comfortable
using it and understand it's complexities.
-Jon
PS Is anyone else using maya as both their character builder, animator and
level design tool with no other tools (other than a few plugins)?
----- Original Message -----
From: "Alex Wells" <ale...@im...>
To: <gda...@li...>
Sent: Wednesday, November 29, 2000 10:34 AM
Subject: Re: [Algorithms] Maya file format reader/writer.
> As a previous poster mentioned, the Maya binary and ascii save files are
directions on how to build a dependency graph. So to read
> correctly them you would have to have an run-time equivalent Maya
environment. However, Maya has great documentation, all of which
> is available in Maya's help documents. The SDK is great. It clearly
explains how Maya works and shows you how to access/traverse
> the data. It may seem daunting at first, but once you build a simple
plugin, it isn't too dificult to walk through the dependency
> graph and export mesh data as you encounter it. I was able to get a
static mesh exporter working fairly quickly. Now supporting
> animations, run-time skinning, blend shapes, etc will take some time. But
you are better off just making your own format up. Or
> maybe I should state, I have found it easier to put data into my own
format rather than figuring out how to parse an existing
> format. The problem gets messier when it comes to skeletal animations and
blend shape animations. Its hard to find an existing
> format that supports that type of animation.
> If Maya is your tool of choice, crack open the SDK, start simple, and you
will probably finish quicker than trying to deal with an
> additional file format inbetween Maya and your codebase. And you'll learn
alot of useful information that will help you design a
> better run-time engine.
>
> BTW: We've been using Maya's SDK and have had great results. We can
export full hierarchical animations with skeletons, skinning,
> and blendshapes. Meshes can even be blendshapes and then skinned. You
can see some of the results of this in "Disney's Magic
> Artist 3D". There is a mickey mouse character with ton's of animation
exported directly from Maya. We got 2 to 3 minutes of 30fps
> quality blend shaped, skinned, skeletal animation with deforming normals
for correct run-time lighting into 3 megs of memory.
>
> Alex Wells
> ImageBuilder Software
>
> ----- Original Message -----
> From: <in...@mi...>
> To: <gda...@li...>
> Sent: Tuesday, November 28, 2000 5:50 PM
> Subject: [Algorithms] Maya file format reader/writer.
>
>
>
> greetings list,
> i'm wondering if there is somthing out there that will read Maya binary or
> Maya ascii that doesn't requiere a license to use and/or can be included
in
> binaries that are for non commercial distribution.
>
> also, is there a standard 3d format out there that supports multiple
textures
> and bumpmaps out there? that i can output from Maya relativelly easilly?
> for some reason old formats like obj, vrml and 3ds seem to still rule the
> earth, is there something that is well documented and better out there?
>
> -int
>
> /////////////////////////////////////////
> Antonio Vicente
> Class of 2002, Massachussetts Institute of Tech.
> Course 6-3
> in...@mi...
> ch...@af...
>
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