Game Development Community

Maya 2012

by Howard Dortch · in Torque 3D Professional · 07/28/2011 (11:36 am) · 21 replies

Anyone know how to get the Maya exporter to work for the newest Maya or a link to one that will work?
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#1
07/28/2011 (8:11 pm)
here is a recent yet non-simplistic discussion on it:
www.garagegames.com/community/forums/viewthread/115961
#2
07/29/2011 (3:09 am)
To get exporters you have to beg the people who make them, they are held as secrets because if you have a DTS exporter you can somehow have power over people and can take over the world.

GG needs to fix this problem and provide a central repository for the source codes and binaries of DTS exporters for all possible art packages.
#3
07/29/2011 (4:35 am)
do elaborate BK.
#4
07/29/2011 (11:07 am)
Hey all. We appreciate community members who update the DTS exporter and will not stop them, but internally we are focused on improving the COLLADA pipeline. Directly from our Asset Pipeline page:

Quote:We support the OpenCOLLADA standard and recommend the OpenCOLLADA exporters.

No plans have been made for us to officially support DTS for Torque 3D, which was a decision I think we made even before the January reboot.
#5
07/29/2011 (2:02 pm)
Just my weird humour :p

But really, community members come and go, support for community addons and so forth disappears with community members. With regard to exporters specifically, improvements and updates cannot be made without first finding whoever made them, contacting them and then wait.

The link in this thread involves a ridiculous discussion to begin with, not being able to release source code for a plugin, its not like somebody is gonna steal that source code and use DTS shapes in unity or UDK or some other engine.

While collada seems to be a reasonable format for the super complex art packages, its not usable for all, as a milkshape user i'm stuck with the DTS format. This is all good and fine while Chris is around to update it (which he does relatively frequently ty for that :)), there was a point when one of his associates turned into a real jackass over such a small thing as a mirrored download for the exporter.

Removing support for DTS would be just another part of the engine functionality removed like the replicators, i'm not much in favour of removing stuff without fully replacing it.
#6
07/29/2011 (2:29 pm)
The End of the World is unsupported at this time.
#7
07/31/2011 (2:45 pm)
In Jan. 2012, I'll release my source base for the updated/tweaked exporters, for Maya and Max. Until then it's $50 for anyone that wants it..videos included to get up and running in minutes. (I don't think $50 is much to ask for something like this.)

Why give away that codebase to other licensees in 2012?;
I'm slowly pulling myself out of this place over the next few months and after I've left, people will still want to comile and use these exporters.
- I'm not one to trash/burn important files that others could use and tbh I really get annoyed by people who do trash important files.

oh and..
::cue the crying 'collada is teh 111' mob:: :P


// End World
#8
08/04/2011 (11:29 am)
We have had lots of trouble with Collada. I have 20 students that would like to buy Torque ( we use it in class ) but if they can't get their art into a game they probably will look at other packages.
IMHO make it easy to do an they will buy it.
If anyone can help us please contact me.
#9
08/04/2011 (5:05 pm)
@Howard - Can you guys send me some of the files you are having troubles with? I can reply on this thread with the issues causing your problem. We've thrown a lot of different files at the Collada importer and it tends to work. I'm guessing this is probably more of a documentation issue then it is an importer issue. My e-mail is ericp@garagegames.com
#10
08/05/2011 (12:20 am)
I'm having the same problem with 3DS Max 2012.
Open collada doesn't have a version that will work with it yet.

Does anyone have a work around for max 2012 other than using the autodesk collada exporter which seems to fail alot of the time?
#11
08/05/2011 (2:12 am)
you mean they should support/compile the exporters upon which they have centered their tech and not rely upon community members or the opencollada team to do that work for free and without a specific thank you ?
#12
08/05/2011 (4:59 am)
Ive always liked the darkly sarcastic EB, not so sure i like the petulant EB, can we get the old one back :)

In response to the specific point, GG should maintain compatibility with any and all products that the indie scene developers use.

There is no official support for either of the products that I officially own, which is quite frustrating since as far as I know both these products are well used and well liked even if they are ridiculed by *some* artists around here, they do however work well with torque and only because of a community member (who gets plenty of thanks as far as i can tell).

I'm fairly confident that, should the pipeline start to compromise the use of these products further then GG may as well start putting links to pirate bay in its artist section. I'm pretty sure this last comment will pretty much irk some nerves, but the "return of the indie supporting Garagegames" almost demands that the pipeline be made easier for those people who dont want to pirate the latest version of max.

I know that we are in a minority, "we" being properly licensed owners of a 3d art package that we use for game dev, but I feel that GG should be supporting us. ok, so I seem to have gone off thread a little, but to my mind this is exposing a more core issue because its been suggested in IRC (by whom i dont remember sorry) that DTS support might be dropped entirely, i believe that this would be the end of the torque rollercoaster for me if that happens.

Again, sorry for the thread hijack
#13
08/05/2011 (7:23 am)
down with sanity!
#14
08/06/2011 (2:09 pm)
I apologize for hijacking the thread with something that shouldn't concern me at all. ..I like this place for what that's worth..& it irks me to think that so many things are overlooked, things that I assume are foundations of this business type.
I'll go back to shutting the heck up no need to tell me to. ;)
#15
08/08/2011 (5:26 am)
@Howard,

We were having trouble with exporting .dae out of Maya as well. I had to use the VoidWorld program.External link to Void World on Polycount ForumsLook at Posting #1127. That is free and works well for us.Just make sure your objects are Triangulated before you bring them into VoidWorld. If you need a workflow for that just send me a message to glen[at]debellostudios.com

Also you can use Lightwave but that has a price tag to it.
I gave up on DTS for any program I use except Houdini. Good luck.

Glen
#16
08/12/2011 (9:36 am)
@Eric .. everyone is up at Sig right now, when they get back we can dig into it again.. School starts Aug 22 so time is short

@Glenn I may contact you if we have issues.

We can use MilkShape right now, import *.obj export *.dts but that will be a pain for animations...dts quick and easy...
#17
08/31/2011 (6:21 am)
As a GG loyalist I am sad to say that this issue with asset conversion has caused the senior class to pick the Unity engine over Torque.
I hope this can be resolved in the future so I can get the next class back to Torque. I will still use Torque for other classes. Thanks all for your comments and help.
#18
08/31/2011 (2:11 pm)
@Howard - I'm sorry that we weren't able to help you. I was willing to pull out the stops for you, but I didn't hear anything from you. I will contact you via your e-mail to see how we can get you back on track for next year.

I'm not trying to sound bitter, but I think that my posting my e-mail address is a testament to our desire to help educators through these type of problems. Helping you would be helping a lot of students.
#19
09/01/2011 (1:11 am)
Honestly though, is there really even a point to using DTS anymore? I haven't found any yet...
#20
09/01/2011 (3:41 am)
Honestly though, is there really even a point to NOT using DTS anymore? I haven't found any yet...

hehe + :P
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