Maya2OSG is developed in C++ and released under GNU GPL v3. It installs as a Maya plug-in and is available from the shelf tab "OSG" or from MEL code as an exporter command (
) and an importer command (
We are currently testing the software. User feedback is very much welcome!
For editing, fine-tuning or composing the OSG scenes we recommend the great software OSGEdit.
WARNING: The documentation in this Wiki page is keep up to date with latest SVN code. If you find features not present in your current version, checkout SVN code or wait for the next release. ****
WARNING: If you are testing the GLSL shaders, remember to check your driver version if you experience any GLSL compiling/linking problem. More info in the [GLSL_shaders] page
**NOTE: Remember to add
directory to SVN URL to access to the last development code.**
svn co https://maya2osg.svn.sourceforge.net/svnroot/maya2osg/trunk maya2osg
The Maya to OSG exporter supports the following elements in Maya DAG:
imports OSG scenes into Maya. It has been incorporated in release 0.3.0.
The OSG importer has the following features and limitations:
OpenGL primitives are supported.
primitives are ignored.
* Scene hierarchy.
* Full scene hierarchy is preserved.
* Group and transform nodes.
* Node names are kept when possible, and translated to a Maya valid string when not. Maya assigns a default name to those nodes not named in the OSG file.
* This feature is under development. Currently only default surface material (lambert1) is assigned.
The import of materials is not a priority in this project. The way I use the OSG importer is to load into Maya OSG geometry so I can modify these models, integrate them in a bigger scene, prepare materials/shaders for them and finally export the result to OSG again. So the only feature I currently need is the import of geometry.