Maya2DTS
by Jeremy Tilton · in General Discussion · 05/17/2003 (10:17 am) · 147 replies
I got a modeler using some software I've never heard of, but she can export to Maya, and I remember hearing about Maya exporters into Torque, but I'm having trouble finding em in the resources. Could someone give me a link or correct me if I'm wrong? Thx...
About the author
#42
:P
10/22/2003 (9:22 am)
If only I could even begin to comprehend what Clark did in the Max exporter... Alas, no. I'm an artist. Programming BAAAAD!!!!:P
#43
10/22/2003 (11:49 pm)
Let's be honest- Maya WILL become more and more popular- price is around 2K and compairing to 3dMax and Cinema- it's really nothing. Question is how fast it will become choice of budget game and budget engine developers. With programmers approach looking like that- not soon enough I am affraid :D
#44
-- someone who needs sleep...
10/23/2003 (12:06 am)
Quick! Someone implant C++ and exporter coding knowledge into my head!! Maybe I can whip up this Maya exporter in no time. :P-- someone who needs sleep...
#45
10/23/2003 (7:43 am)
Yeah I have no problem coughing up a C note or something like that for it. and yes Maya is quickly becomeing the program of choice for many game developers. Not just ones on a strict budget. It is a VERY powerful program and considering that after you buy character studio Max is a little over double the price for Maya then the choice is obvious. Even for VFX people becasue I think that maya comes with Metal Ray at that price. Which would also be good if you want some high quality FMV in your game too.
#46
I(we) am(are) willing to put the finishing touches on it provided that we get something back for the time and effort needed. We were thinking about selling it for $10 or whatever but i don't think everyone would be happy with that solution...
10/23/2003 (8:38 am)
We have a working exporter done for maya but it's not production quality and not ready to be released to anyone.I(we) am(are) willing to put the finishing touches on it provided that we get something back for the time and effort needed. We were thinking about selling it for $10 or whatever but i don't think everyone would be happy with that solution...
#47
10/23/2003 (11:59 am)
Contact me I would like to disscuss it with you and see what you have in place. zero@firstcap.net
#48
10/23/2003 (12:45 pm)
What would be really nice is an exporter for the Mac version of Maya. As it stands now, there are very few Mac-based dev tools available for the art side of Torque.
#49
10/23/2003 (12:55 pm)
I would think that once it is made in windows it would not be hard to make it run in win, lin, and mac
#50
www.ra3planet.com/elqueffo/photos/dh/mayaexp.jpg
If you're interested in seeing this exporter released please email me, we won't start making it releasable before at least 3-4 people have shown their interest. I'm guessing it would take us a few days to finish it off once we begin.
edit:
Another screenshot with something exported actually running in tge:
www.ra3planet.com/elqueffo/photos/dh/mayaexp2.jpg
10/24/2003 (9:50 am)
Here's a screenshot:www.ra3planet.com/elqueffo/photos/dh/mayaexp.jpg
If you're interested in seeing this exporter released please email me, we won't start making it releasable before at least 3-4 people have shown their interest. I'm guessing it would take us a few days to finish it off once we begin.
edit:
Another screenshot with something exported actually running in tge:
www.ra3planet.com/elqueffo/photos/dh/mayaexp2.jpg
#51
10/24/2003 (1:03 pm)
What are it's capabilities? does it have all of the needed features for doing player models and such or is it just a static mesh exporter?
#52
10/24/2003 (1:04 pm)
Basicly I guess I'm asking are all of hte features of the max exporter in this one?
#53
10/24/2003 (2:14 pm)
Right now it has the exact same features as the milkshape exporter, ie only one detail level and so on. It will have all the features evetually. One other thing is that it only supports phong materials (with textures of course).
#54
We're working on making the configuration dialog(s) now so we'll probably have something you can try in a couple of days.
We also made it support unlimited bones per vertex (as opposed to the ms exporter which only supports 1).
10/27/2003 (2:38 am)
Just a little update: We're working on making the configuration dialog(s) now so we'll probably have something you can try in a couple of days.
We also made it support unlimited bones per vertex (as opposed to the ms exporter which only supports 1).
#55
10/27/2003 (2:56 am)
Perfect- I can not wait to get it.
#56
10/27/2003 (5:14 am)
I'm definitely interested as well.
#57
10/27/2003 (5:27 am)
Tight- I can not wait to get the pluggin.
#58
10/27/2003 (8:45 am)
Sounds sweet, is there any foerseeable limitations related to the phong shader? anyone? I can't think of anyproblems this would cause but was thinking that it couldn't hurt to ask.
#59
-Justorama
10/31/2003 (12:11 am)
The reflection amount on the material controls the environment mapping in TGE. So that would be needed eventually as well.-Justorama
#60
10/31/2003 (7:03 am)
How hard is it going to be to get the shader support needed for Torque? I'm assuming that torque will work with Blinn materials right?
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