Importing a Maya Scene
by Lee Mangold · in Technical Issues · 08/24/2006 (1:32 pm) · 6 replies
Is there a way to import a full Maya Scene? We are interested in bringing a full terrain DB in (streets, buildings, etc) to torque. This is all done in Maya7. Anyone have any experience in this, or know of a tutorial that speaks to this?
Thanks,
Thanks,
#2
What about an export from maya to max...then Max to Map, then Map to DIF??? The issues is that my terrains are actual representation of real world...not geospecific, really, but it would be a major undertaking to completely reposition all the models individually...
08/24/2006 (3:20 pm)
The maya3dif Exporter only goes up to v5...Im on v7.What about an export from maya to max...then Max to Map, then Map to DIF??? The issues is that my terrains are actual representation of real world...not geospecific, really, but it would be a major undertaking to completely reposition all the models individually...
#3
But anyways, there are various ways to get terrain from a 3d program into Torque, depending what you are using. In straight TGE, you can stick a black to white gradient over your terrain, take a topdown snapshot of it, and use that as the heightmap for your terrain. In TSE... I think it may be possible to get a terrain either indirectly or directly from Maya into Atlas, but I don't know much about that.
As for the buildings and such, you could export them seperately as .dts (or rebuild them as .difs if you'll be needing precise collision for them, though this probably cannot be done well from Maya) and then you could write a MEL script or that would export out the positions/rotations of your buildings into a .mis file to read into Torque.
08/24/2006 (3:30 pm)
You could do it with TorqueX ;P. But anyways, there are various ways to get terrain from a 3d program into Torque, depending what you are using. In straight TGE, you can stick a black to white gradient over your terrain, take a topdown snapshot of it, and use that as the heightmap for your terrain. In TSE... I think it may be possible to get a terrain either indirectly or directly from Maya into Atlas, but I don't know much about that.
As for the buildings and such, you could export them seperately as .dts (or rebuild them as .difs if you'll be needing precise collision for them, though this probably cannot be done well from Maya) and then you could write a MEL script or that would export out the positions/rotations of your buildings into a .mis file to read into Torque.
#4
in 1.4 and up need a code fix can be found "Here" there is a working bata exporter for maya7 but the programmer has not posted it here he got a job for at game studio and has moved on to bigger and better things.
08/24/2006 (4:24 pm)
The maya2diff will export the hole thing into one diff file if its all bsp "BSP friendly" Google search for bsp shape restrictions i have exported big models with multitextures buildings and such there is a texture mipmap glichin 1.4 and up need a code fix can be found "Here" there is a working bata exporter for maya7 but the programmer has not posted it here he got a job for at game studio and has moved on to bigger and better things.
#5
08/25/2006 (7:29 am)
Does this mean that the exporter for maya7 is not available at all?Im just wondering if anyone has this working. I may end up converting a number of terrains, so I want to do it right the first time!
#6
08/25/2006 (8:41 am)
Yes there is a 7 exporter whats you email ill send it to you must include makers name in your credits.
Torque Owner Dave MacIsaac
buildings are best dun in a level editor any of the quake ones will do then import to TGE as a dif.
there is a maya2dif exporter but all shapes need to be BSP friendly.