RE: [Algorithms] Maya file format reader/writer.
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From: Akbar A. <sye...@ea...> - 2000-12-02 02:56:17
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>That's why you need to constantly be exporting your stuff to and/or >running the game. ah yes, i'm starting to understand what you mean... insead of having an artist/somebody bother with loading maya with every model, etc.. you can have a shell script run after every build, run your homemade compiler on maya's format to dump the important data... interesting way to look at it ;) i suppose this would be better if you had tons of media... automation is the key... well back to learning the maya api ;) laterz, akbar A. ;vertexabuse.cjb.net "necessity is the mother of strange bedfellows" -ninja scroll -----Original Message----- From: gda...@li... [mailto:gda...@li...]On Behalf Of Jonathan Mavor Sent: Friday, December 01, 2000 7:37 PM To: gda...@li... Subject: Re: [Algorithms] Maya file format reader/writer. That's why you need to constantly be exporting your stuff to and/or running the game. We expect artists to check their art every step of the way in the game engine. As far as limitations for different platforms go I can see having some feedback as a nice feature for that. -Jon ----- Original Message ----- From: "Alex Wells" <ale...@im...> To: <gda...@li...> Sent: Friday, December 01, 2000 10:08 AM Subject: Re: [Algorithms] Maya file format reader/writer. > I was thinking of doing a stand-alone tool that works on Maya files rather than > a plug-in. But I am glad I didn't. Depending on your target platform, many > limitations may exist. For example, Playstation has limits on texture coordinates > repeating. This bit the artists on nearly everypiece of art. But because we check > during export we can select the offending faces directly in Maya, zoom the users > window in on them, and return an error message explaining the problem to the > artist in the status window. In the end, having the artists export themselves is > a necessity to making sure they authored it correctly for the target platform. > Although I wouldn't mind a stand alone tool also, so that when we do change > the underlying format we wouldn't have to go through the artists. But I am > glad we went the way we did. If there are problems with the art, turnaround > is alot quicker and that artist can fix it right then. > > Nothing is worse than building 20 blend shape targets, not realizing you couldn't > change edge positions on different targets, animating it for 3 days and have > the stand-alone exporter reject it. > > Alex Wells > ImageBuilder Software _______________________________________________ GDAlgorithms-list mailing list GDA...@li... http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list |