Maya 2008 Blitz3D exporter V1 is here

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LordShion(Posted 2008) [#1]
Hi everyone.

I've been for a long time working on this exporter.
Now things are starting to get more serious.

It can export all polygonal objects, except animation stuff & multitexture brush, & nurbs(you'll have to convert before exporting.

here are some screenshots, of exportation of a colored vertex & textured object.
if you use relative paths textures must be in the same drive than the B3d exported file.














here is the direct link to dowload the plugin read the instructions before installing.

Maya 2008 Blitz3D Exporter

Maya 8.5 Blitz3D Exporter

If you can read french you can go to my webpages

my portfolio
my blog

Fell free to contact me for any questions, or suggestions.
my mail is Filipe
and just add, at asianalternative dot com


Moraldi(Posted 2008) [#2]
Hi,
Is there any possibility to publish this useful add-on as a standalone application?


LordShion(Posted 2008) [#3]
Hi, Infortunately it's not possible, because it uses the Maya API.

Anyway all the stuff this plugin does can be achieved by exporting from Maya in other ways, but it's a lot more complicated.

The finality is to have the less possible editors, in the artits hand.

Maya is for me one of the best for modeling , animation & texturing, that's why I really wanted a plugin for it.


Moraldi(Posted 2008) [#4]
Yeah,
I agree that Maya is the best 3D application, but it is too expensive (at least for me...)


mtnhome3d(Posted 2008) [#5]
will this work for 8.5 unlim??
edit, does it do anims as well?

i guess it doesn't wotk for 8.5, could you please try to support 8.5


LordShion(Posted 2008) [#6]
Hi Mtnhome3d.

I think you can try to install it on 8.5

But you must read the instructions carrefully, & keep in a safe place the original AELambertCommonTemplate.mel file & the AEFileTemplate.mel, I don't now if it's the same structure than in 8.5.
If it doesn't work you'll be able to restore the original files.

Let me know if you manage to install & run.
I can try to make a 8.5 version if needed

Filipe


LordShion(Posted 2008) [#7]
ho I forgot.

For the moment
no animation export

& only one texture per brush.

but code is ready for multitexturing, just one annoying bug to remove.

After that I'll be able to focus on bones & animation export.

Filipe


mtnhome3d(Posted 2008) [#8]
cool,i can't wait for animations. i tried on 8.5 and it says that it cant find a procedure when i try loading the plugin.
where are you installing the different pieces to?? i have the plugin in "my computer/program files/autodesk/bin/plugins" the script files are in "my documents/maya/scripts" in 8.5, there isn't a AELambertCommonTemplate.mel that i could find. i will keep looking, this would be so awesome.
edit] i found the AEtemplates folder, i.m trying the plugin again.


mtnhome3d(Posted 2008) [#9]
it still doesn't work, my guess is that you're trying to access something that doesn't exist in 8.5.
also i didn't get AEFileTemplate.mel, was i supposed to?


LordShion(Posted 2008) [#10]
hi,
you must place the
mll file in the plug-ins folder

the Ones that I put in the AEtemplates folder

AEfileTemplate.mel & AElambertCommon.mel files

in the AETemplate folder of maya

And finally the MayaBlitzFileExportScript.mel file in scripts

if it's okay , everything should run.
Be sure to keep in safe place the originals files of AETemplates.

For the missing file, it was my fault, it's corrected , you can redownload the zip file

Thxs, for trying :-)


mtnhome3d(Posted 2008) [#11]
thanks for the files, i will try this
btw i don't know if this helps but i found this a while ago http://www.chadvernon.com/blog/downloads/cvxporter/
its a .x exporter but blitz doesn't support the version. it does support anims though.

[[edit] i get // Error: The specified procedure could not be found. when i try to load the plugin, everything is in the right spot. i think the plugin is trying to use a command that is may 2008 specific. oh well. if you ever get it to work for 8.5 i'll be sure to try it out.


LordShion(Posted 2008) [#12]
Hi

I think I'll keep your link somewhere, maybe one day, it can help.

I checked functionnality on 8.5.

The plugin was compiled trough the 2008 APi version so the disfunction was normal on 8.5.

So I recompiled with the 8.5 API version.

So here it is
Maya 8.5 Blitz3D Exporter

Don't hesitate to give me feedback, questions & suggestions.

Filipe :-)


mtnhome3d(Posted 2008) [#13]
awesome, it works. thank you so much. i've been looking for this since i got maya. you have to use export selected though.


LordShion(Posted 2008) [#14]
hi, it's cool that I made somebody happy ! :-)

Okay so limitations are for the moment, one texture only
and no bone or animation export.

anyway, with one texture, Alpha, multiply, add & vertex colors you can already do some interresting stuff.

:-)

See you soon .


jhocking(Posted 2008) [#15]
cool beans man, I was gonna explore b3d export using Python but now I have one less thing on my todo list, heh. Getting animation export would be pretty crucial though; you should definitely download the .x exporter mtnhome posted to take a look at the code, and look into OpenMayaAnim in the API.


mtnhome3d(Posted 2008) [#16]
i agree, animation is definitely needed. uu3d got animation to work so it is possible.


mtnhome3d(Posted 2008) [#17]
one thing i have noticed, if you have a multi-object mesh, it messes up the second objects UV coords. i have tried everything i could think of to get the UV's to come out right. any ideas LordShion?

here's the code i was using to display the file, if you want, i can upload both the .mb/.ma and the .b3d i got



LordShion(Posted 2008) [#18]
Hello !

It's normal, there is just one uv set exported for the moment.

BUT... :-)

Yesterday I managed to export several textures in one brush, and I'm going to focus, this week, on the other uv sets

don't forgey that Blitz3d has a limitation of 2 uv sets.

I hope to put online, for next week a new version with the export of the 2 uvsets & multitexture (up to 8 like mentionned in b3dspecs).

Hope this will help.
:-)

So don't worry, your code doesn't make the mess you noticed.
:-)


LordShion(Posted 2008) [#19]
Ho I forgot one thing.

The UV are always messed up.

I'm gonna explain it.

I'll post soon a mini tutorial about the solving of the problem


LordShion(Posted 2008) [#20]
Okay here the mini tutorial

I hope this can help you


http://lordshion.over-blog.com/article-25204543.html


mtnhome3d(Posted 2008) [#21]
thank you for the quick reply, i will continue trying to get the mesh and uv's to export. thanks for the tutorial.
Yesterday I managed to export several textures in one brush,

how exactly did you get that to work?


LordShion(Posted 2008) [#22]
how exactly did you get that to work?


You'll just have to assign a LayeredTexture to the color attribute of your blinn or lambert Shader, and then assign several image files
It's for the next version.

:-)



LordShion(Posted 2008) [#23]
Here is the new version

Checkout My blog


Maya Blitz3D Exporter V 1.5

Don't Forget to give me FeedBack guys ! :-)

Maya rules


mtnhome3d(Posted 2008) [#24]
what's new? i'll try it out. does it have uv problems?


LordShion(Posted 2008) [#25]
Hi
Now it has Multi texturing through the kLayered Texture node (Blitz limitation of 8 textures).

And I added also the export of UvSets (Blitz limitation of 2 UvSets).

For the Uv problem, you should send me your .mb file with textures , so I can investigate the case, if you don't mind.

See you soon.
Hope you enjoy this stuff.



Filipe


jhocking(Posted 2008) [#26]
oo sweet, with multiple UV sets and multitexturing we can do lightmapping in Maya. I already use Maya as my world editor (wrote a quick little MEL script a while ago to export entity information to a text file) so doing the lightmapping in Maya will streamline my level editing workflow.

Once you've got skeletal animation in your exporter, I won't need any 3D software other than Maya for working with Blitz. woo


jhocking(Posted 2008) [#27]
Okay here the mini tutorial

I hope this can help you


http://lordshion.over-blog.com/article-25204543.html


Oh I just noticed this. Maybe your export code should be getting UVs from vertex-faces instead of vertices, and merge together vertices that have the same UV coordinate.


mtnhome3d(Posted 2008) [#28]
This new update seems to be messing with the normals on my mesh. its just a cube with autounwrap applied to the UV coords, the ends of the cube appear fine but the stuff inbetween is backwards and such.


LordShion(Posted 2008) [#29]
Oh I just noticed this. Maybe your export code should be getting UVs from vertex-faces instead of vertices, and merge together vertices that have the same UV coordinate.


I think this is interresting, but the problem is that there can be more than one UvSet, so if I do that the second UvSet will be messed up.



This new update seems to be messing with the normals on my mesh. its just a cube with autounwrap applied to the UV coords, the ends of the cube appear fine but the stuff inbetween is backwards and such.


have a look to my little tutorial

http://lordshion.over-blog.com/article-25204543.html


LordShion(Posted 2008) [#30]
This new update seems to be messing with the normals on my mesh. its just a cube with autounwrap applied to the UV coords, the ends of the cube appear fine but the stuff inbetween is backwards and such.


mtnhome3d can you give me a link to your .mb file, so I can check it?


mtnhome3d(Posted 2008) [#31]
yeah sure hold on while i zip it up

heres the link http://mtnhome3d.com/Documents/New%20Folder.zip just run the test.bb


LordShion(Posted 2008) [#32]
okay 2 things that I've noticed in your .mb file

1/ you must apply a material (phong, lambert or blinn) other than the initialshading group to your mesh
so you can access the export options for the material/brush

2/ you must have a look to my tutorial for exporting correct UV coords.


try that at first

:-)


LordShion(Posted 2008) [#33]
Hi, I was wondering, if anybody has any other problem.
I discovered a crash when export textures isn't on , & export brushes is on.

It will be corrected for next version.
I'll add also the possibility to declare a Scene root.

I 'm also posting, to tell that I started exploring animation export.
:-)

I was disapointed discovering that there was no other animation possibilities in Blitz3D format than bone animation, or maybe I'm missing something.

Anyway I found my way to export maya bones.
I hope to give some new stuff next week.

mtnhome3d did you tried my advices?
jhocking have you tried other export after reading my mini tutorial?


Filipe


LordShion(Posted 2008) [#34]
hi every one!

Just a little post to give you some news, about the maya b3d exporter.

Bone export and little weird bug of Maya had given me some really hard time.
but Now Bones structures are exported.

I'm starting to code the export of the vertex weights.
Just after I'll focus on exporting keys.

next version is coming soon I hope.

See you


LordShion(Posted 2009) [#35]
Hi again.

I'm back to give some news.

Bones, vertex weights & Animation are working.

I'm actually debugging some last stuff.

I really hope to put something online before the end of this week.
:-)

I'm really happy, to know that an going to start real production for my future blitz3d game, with maya.

BLITZ & MAYA RULEZ :-)


jhocking(Posted 2009) [#36]
woo animation support, you rock!


DreamLoader(Posted 2009) [#37]
how is everything?