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Convert Maya (6.0) to .X ? Please tell me there is a way!

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NEED: Maya 6.0 -> X file Conversion I'm killing myself here trying to convert my maya files to .X files... without shelling out 300+ bucks for PolyTrans. I've tried almost everything... Some people tried to upgrade the Maya 5.0 -> .X plugin that came with the Directx Extras... but the files are no longer hosted... so I have no idea if those will work for me. I've been busting my butt learning maya, now I can't even use my models! ARGH! Thanks for the help!

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It's simple...

Or you convert your Maya 5.0 Exporter or download this file

xExport
Maya 6 - THE BEST


from my site ^__^

(You've to convert always to polygons your meshes and to delete all you nurbs file to have best quality files!!!)

Byez

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I've also update Maya Preview Pipeline of DXSDK 9.0c,
but now I've deleted that files...

It's not difficult, it's automatic...

You've only to change lib directories to your new version of maya and that's all! Compile and you'll have your D3DXExporter for Maya 6.0 with Preview Pipeline...

I hope I've helped you!

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From these very forums, which is neat.. I had to look a very long time for this..

This is in regards to DX9SDK 2003 summer update.


/**
* --------------------------------------------
* DHCBlueBerry Member since: 6/30/2004 From: Japan
* Posted - 6/30/2004 6:11:35 AM
* Maya6.0 xExport.
* here is replacement code for DtMatrixGetTransforms() call that is not
* supported in Maya6.0 any more. you could replace those calls with this and
* remove old DtMatrixGetTransforms(). it'll happily compile with vs2003.
* libMDtAPI.lib does not need to be linked.
*
--------------------------------------------
*/


int MyMatrixGetTransforms( float *pmatrix , float *translate , float *scale , float *quaternion , float *rotation )
{
float matrix[ 4 ][ 4 ];
for ( int i = 0 ; i < 16 ; ++i )
{
*( &matrix[ 0 ][ 0 ] + i ) = *( &pmatrix[ 0 ] + i );
}

MVector t;
double d_scale[ 3 ];
double d_quat[ 4 ];
double euler[ 3 ];
MStatus result;

MMatrix mmatrix( matrix );

MTransformationMatrix mtmatrix( mmatrix );
if ( mtmatrix.getScale( d_scale , MSpace::Space::kTransform) != MS::kSuccess )
{
return 0;
}

t = mtmatrix.translation( MSpace::Space::kTransform , &result );
if ( result != MS::kSuccess )
{
return 0;
}

if ( mtmatrix.getRotationQuaternion( d_quat[ 0 ] , d_quat[ 1 ] , d_quat[ 2 ] , d_quat[ 3 ] , MSpace::Space::kTransform ) != MS::kSuccess )
{
return 0;
}

MTransformationMatrix::RotationOrder rotation_order = MTransformationMatrix::RotationOrder::kLast;
if ( mtmatrix.getRotation( euler , rotation_order ) != MS::kSuccess )
{
return 0;
}

translate[ 0 ] = static_cast< float >( t.x );
translate[ 1 ] = static_cast< float >( t.y );
translate[ 2 ] = static_cast< float >( t.z );
scale[ 0 ] = static_cast< float >( d_scale[ 0 ] );
scale[ 1 ] = static_cast< float >( d_scale[ 1 ] );
scale[ 2 ] = static_cast< float >( d_scale[ 2 ] );
quaternion[ 0 ] = static_cast< float >( d_quat[ 3 ] );
quaternion[ 1 ] = static_cast< float >( d_quat[ 0 ] );
quaternion[ 2 ] = static_cast< float >( d_quat[ 1 ] );
quaternion[ 3 ] = static_cast< float >( d_quat[ 2 ] );
rotation[ 0 ] = static_cast< float >( euler[ 0 ] );
rotation[ 1 ] = static_cast< float >( euler[ 1 ] );
rotation[ 2 ] = static_cast< float >( euler[ 2 ] );

return 1;
}



For the maya exporter from the dx9b sdk (extras).

Works like a charm.
*edit* *sigh* why can't these forums use a code tag. shorter, faster AND in html too.. ooh no.. source. BAH! I never get it right the first time :P

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