Sign in to follow this  

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

This topic is 4830 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

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!

Share this post


Link to post
Share on other sites
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!

Share this post


Link to post
Share on other sites
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

Share this post


Link to post
Share on other sites

This topic is 4830 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this