Exporting .X files from Maya 7.0
#1 Members - Reputation: 1014
Posted 27 March 2006 - 12:26 PM
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Posted 27 March 2006 - 03:53 PM
BTW, as I've said in another thread, the Maya .x exporter BLOWS. Don't expect to be able to use it for skinned objects, it is extremely lacking in features and options. Its pretty much limited to static meshes, I've found. I've heard it has something to do with its OpenGL foundation, while you are exporting to a DirectX format. But good luck if this is your only option. Otherwise I suggest exporting from 3ds Max or Right Hemisphere's Deep Exploration.
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Posted 31 March 2006 - 03:32 AM
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Posted 31 March 2006 - 05:08 AM
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Posted 10 April 2006 - 07:38 AM
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Posted 10 April 2006 - 08:04 AM
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Posted 10 April 2006 - 10:40 AM
When exporting a model from Maya with textures, make sure that under Make Relative Paths, set to True. Have the .x file and the texture in either the same directory or make sure that it just plain maintains a relative path, like having the texture already in a sub folder called "texures" and making sure it doesn't go anywhere in relation to the .x file.
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Anonymous Poster
And if I've installed dxsdk to d:\program files?
Dunno. I would recommend that you just install it to its default location, because it works just fine from there.
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Posted 11 April 2006 - 10:26 AM
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Dunno. I would recommend that you just install it to its default location, because it works just fine from there.
Yeah, I had to reinstall maya, after that it started to work.
BTW I haven't had any problems with textures yet, even without relative paths.
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Posted 12 April 2006 - 06:37 AM
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Posted 17 April 2006 - 12:25 PM
I read this in the DX docs and then promptly forgot - hard binding does not work! You have to use soft binding. I had so many damn problems by forgetting this that it isn't even funny.
Don't load the DX plug-in after you've been working on the model. It'll try to rebuild and possibly crash. Load up the DX plug-in from the start. This isn't a big deal if you simply set it to load up at the start, but if you're on a school computer with Maya that does the whole clean wipe thing, make sure you remember to load it as soon as you start up Maya.
DX doesn't support IK handles. This isn't really all that big of a deal though because of how animations are handled in the .X files, though. For people writing .X loaders, the fact that IK handles are stripped on export could be useful to know.
That being said, I've finally got working animations of textured models working out of Maya in DirectX. It has been a fun ride. ;) Now onto the fun part of getting some solid looking animations - the artistic side of things.
#12 Members - Reputation: 1014
Posted 04 May 2006 - 11:19 AM
Something I neglected to specify is that step 5 in the directions in the first post is within the Maya menu set.
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It seems this plug-in is extremely unstable. My Maya crashed several times because of it.
I feel your pain.
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Did Microsoft add any improvement to their plug-in in DX SDK April 2006?
Nope, I've taken a gander at it and it is exactly the same.
[Edited by - zer0wolf on June 17, 2006 9:19:42 AM]
#13 Members - Reputation: 122
Posted 09 May 2006 - 10:15 PM
I'd like to add a few notes to your batch file:
1. Remember to revise directories in the batch file, they r critical. For an example, many ppl's "My Documents" or Maya is not located in C:
2. Pay attention to where dxcc.dll is put, coz it's location is a little tricky...in my case, my Maya is installed in D:\Maya7, so I have to put dxcc.dll into D:\x86\ instead of C:\Program Files\x86
3. As mentioned before, this plug-in is unstable, make sure u load it right the moment before u export your work.
#14 Members - Reputation: 122
Posted 11 May 2006 - 06:34 PM
pls can u tell me how can i fix this, how can i get the plug`in 2 work?
thank you
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Posted 12 May 2006 - 12:18 AM
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Posted 12 May 2006 - 04:26 AM
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