Re: [Algorithms] Maya file format reader/writer.
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From: Jonathan M. <jo...@kn...> - 2000-12-01 02:24:14
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Yes, we have a stand alone tool called res. Basically it's a compiler.
It takes maya files and compiles them into the format that the game likes.
That way if we decide to change file formats we don't have to re-export
anything, we just run the compiler. The compiler when pointed at a
directory structure will convert all of the latest changes into .res files
which are then loaded into the game. In this manner all the artists ever
deal with are maya files and we can play with the engine formats with
impunity.
-Jon
----- Original Message -----
From: "Giovanni Bajo" <ba...@pr...>
To: <gda...@li...>
Sent: Thursday, November 30, 2000 3:54 PM
Subject: RE: [Algorithms] Maya file format reader/writer.
> 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
> > > >
> > > >
> > >
> > >
> > > _______________________________________________
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> >
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> >
>
>
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