RE: [Algorithms] Maya file format reader/writer.
Brought to you by:
vexxed72
From: Giovanni B. <ba...@pr...> - 2000-11-30 23:54:47
|
Sorry, I cannot understand well what you mean. We are using a simple plug-in. It is a .MLL, it is loaded from the plug-in manager, and then the artist use the File/Export All or File/Export Selection to export the scene inside our internal file format. What is your solution, instead? You are using a stand-alone Maya application that loads the .MB/.MA files and translate them into your format? I cannot understand well your modus operandi. About the weights things, thanks for all your answers. I've looked into it a long time ago (maya 1.0), and I haven't seen it (or it wasn't there that time). --- Giovanni Bajo Lead Programmer Protonic Interactive www.protonic.net a brand of Prograph Research S.r.l. www.prograph.it > -----Original Message----- > From: gda...@li... > [mailto:gda...@li...]On Behalf Of > Jonathan Mavor > Sent: Thursday, November 30, 2000 11:11 PM > To: gda...@li... > Subject: Re: [Algorithms] Maya file format reader/writer. > > > So for your exporter plug-in do you actually have the artists export > stuff right in Maya? Or do you compile your datastructures from > the .MA or > .MB files using a plug-in to do the translation? We do it the > latter way so > that we programmers can change the engine data structures with impunity. > Once we change a version the game re-compiles into our format. > > You can definately bind more than 1 bone per vertex using weights. > Take a look at MFnSkinCluster::getWeights. > > -Jon > > > ----- Original Message ----- > From: "Giovanni Bajo" <ba...@pr...> > To: <gda...@li...> > Sent: Thursday, November 30, 2000 10:55 AM > Subject: RE: [Algorithms] Maya file format reader/writer. > > > > The same here. We have a main export plug-in, plus several MEL tools. > > The only thing we were not able to export is a skinning structure that > > includes multiple weights/bones per vertices. From what we > understood Maya > > skinning (1.0, we started a long time ago), you can bind only 1 bone per > > vertex. Any help for this? > > > > Thanks > > --- > > Giovanni Bajo > > Lead Programmer > > > > Protonic Interactive > > www.protonic.net > > > > a brand of Prograph Research S.r.l. > > www.prograph.it > > > > > > > -----Original Message----- > > > From: gda...@li... > > > [mailto:gda...@li...]On > Behalf Of Neall > > > Verheyde > > > Sent: Thursday, November 30, 2000 3:07 AM > > > To: gda...@li... > > > Subject: Re: [Algorithms] Maya file format reader/writer. > > > > > > > > > >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)? > > > > > > We use Maya (with huge amounts of customisation) for everything. An > > > exporter plugin is responsible for moving content out of Maya into our > > > internal file format. In addition, we have plugins for facial > animation, > > > world building, effects, etc. > > > > > > > > > Neall Verheyde -- Technical Director, Pure3D -- Radical Entertainment > Inc. > > > > > > > > > _______________________________________________ > > > GDAlgorithms-list mailing list > > > GDA...@li... > > > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > > > > > > > > > > > _______________________________________________ > > GDAlgorithms-list mailing list > > GDA...@li... > > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |