Wish List
Re: Wish List
Support for Maya animations would be awesome. There are exporters for .bdy's but I've never seen them for .mot's. Being able to import the .anim format would be awesome. Animating with IK and baking to keyframes is so much easier than using Milkshape. This is way down the road of course, since it isn't absolutely necessary and not many indies use Maya.
Re: Wish List
Hello
SV2.0
Ok i have been doing a spot of research and from what i can see Maya can export in the ascii format i want you to look at this link it also contains an section on importing and exporting the Maya animations.
http://caad.arch.ethz.ch/info/maya/manu ... index.html
See what you think if you can export ascii i think we can import into Equity and create the actor and its animations see
what you think.
Thanks
Terry
SV2.0
Ok i have been doing a spot of research and from what i can see Maya can export in the ascii format i want you to look at this link it also contains an section on importing and exporting the Maya animations.
http://caad.arch.ethz.ch/info/maya/manu ... index.html
See what you think if you can export ascii i think we can import into Equity and create the actor and its animations see
what you think.
Thanks
Terry
Equity_8RF0.1 ( Dedicated )
http://sourceforge.net/projects/equity8rf/
Equity10 ( Ogre Engine )
https://sourceforge.net/projects/hgts123/
http://sourceforge.net/projects/equity8rf/
Equity10 ( Ogre Engine )
https://sourceforge.net/projects/hgts123/
Re: Wish List
Yeah, Maya definitely exports to the ascii format, but unless there's a way to specify through mel commands I'm pretty sure it exports the entire scene. So an exported scene containing an animation would have to be trimmed down to just the motion information when equity imports, right? (If that's a stupid assumption you're free to blame my complete coding and scripting ignorance.) Anyway, if you need any exported files to look at I would be happy to supply them.
Thanks
Thanks
Re: Wish List
hello
Yer it would have to be trimed down and yes would love an example file just thinking if thats the case there could be several models in a scene so can look for them all and there motions.
But first things first an exmaple file and just for the sake of it put two animmated models in the scene.
Thanks
terry
Yer it would have to be trimed down and yes would love an example file just thinking if thats the case there could be several models in a scene so can look for them all and there motions.
But first things first an exmaple file and just for the sake of it put two animmated models in the scene.
Thanks
terry
Equity_8RF0.1 ( Dedicated )
http://sourceforge.net/projects/equity8rf/
Equity10 ( Ogre Engine )
https://sourceforge.net/projects/hgts123/
http://sourceforge.net/projects/equity8rf/
Equity10 ( Ogre Engine )
https://sourceforge.net/projects/hgts123/
Re: Wish List
hgt_terry, if you add support for the COLLADA file format then you will have support for most major modeling applications including 3ds Max, Maya, Blender, Milkshape, Ogre, Wings3d, and a lot more. COLLADA is a royalty-free XML format that allows models and animations to be easily exchanged between 3D programs. The industry has adopted this format so I think Equity should use it also.
Re: Wish List
Use the ogre xml exporter which Equity already supports. Go here: http://www.ogre3d.org/wiki/index.php/OGRE_Exporters. No need to mess with Collada just about all those programs you mentioned have exporters for ogre xml or ogre mesh/sekleton files equity supports both.
Re: Wish List
Hello
SV2.0 and Allanon
Yes Berine is correct in what he he is saying you have 6.0.0 which can import both Ogre xml and native .mesh . skelleton
6.1.0 due for realease soon can also export to the xml and .mesh .skeleton ready for RF2 (No Weights RF1 Actors)
So if maya can do this use that route for now i would like to make a more dedicated system for maya and will work on it but for the moment do what berine has said.
Thanks
Terry
PS
Thanks Bernie
SV2.0 and Allanon
Yes Berine is correct in what he he is saying you have 6.0.0 which can import both Ogre xml and native .mesh . skelleton
6.1.0 due for realease soon can also export to the xml and .mesh .skeleton ready for RF2 (No Weights RF1 Actors)
So if maya can do this use that route for now i would like to make a more dedicated system for maya and will work on it but for the moment do what berine has said.
Thanks
Terry
PS
Thanks Bernie
Equity_8RF0.1 ( Dedicated )
http://sourceforge.net/projects/equity8rf/
Equity10 ( Ogre Engine )
https://sourceforge.net/projects/hgts123/
http://sourceforge.net/projects/equity8rf/
Equity10 ( Ogre Engine )
https://sourceforge.net/projects/hgts123/
Re: Wish List
Sorry, didn't know it already had support for OgreXML. BTW there are COLLADA to OgreXML converters so it seems like most modeling programs are covered, cool.
Re: Wish List
Oh, sweet. I'll definitely check that out, thanks guys.
Re: Wish List
Hi Timbo
Funny you say that i was just looking at the Unreal3 formats i know it does export to obj format also looking at the model format its skelleton based like our actor format.
will let you know if it can be done.
Terry
Funny you say that i was just looking at the Unreal3 formats i know it does export to obj format also looking at the model format its skelleton based like our actor format.
will let you know if it can be done.
Terry
Equity_8RF0.1 ( Dedicated )
http://sourceforge.net/projects/equity8rf/
Equity10 ( Ogre Engine )
https://sourceforge.net/projects/hgts123/
http://sourceforge.net/projects/equity8rf/
Equity10 ( Ogre Engine )
https://sourceforge.net/projects/hgts123/