alias maya .X file exporter

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1 comment, last by Feral 19 years, 2 months ago
i am currently using alias maya version 6 to create a model of a roulette wheel would you believe. But i am unable to export it in the .X file format so that it can be read into a DirectX application. Does anyone know where I get hold of one? I had heard that one was included in recent updates to the directX software development kit, ive downloaded recent updates from october 2004 onwards and could not find it. I will be very greatful for your help
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What you are looking for is in the 'extra' part of the SDK;
Specifically: "\Direct3D\Plug-Ins\Maya version 4.0 and 5.0\" (with summer 2003 sdk extras anyway)

Main DL page: http://msdn.microsoft.com/library/default.asp?url=/downloads/list/directx.asp

Extras DL page: http://www.microsoft.com/downloads/details.aspx?FamilyId=8AF0AFA9-1383-44B4-BC8B-7D6315212323&displaylang=en




You may find the following usefull to actually compile:

http://www.gamedev.net/community/forums/topic.asp?topic_id=253944&whichpage=1�

/** * -------------------------------------------- * 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;}



Worked like a charm for me; with "Microsoft DirectX 9.0 SDK Update (Summer 2003)" and Maya 6 Complete


HTH
Correction, with Microsoft DirectX 9.0 SDK (February 2005)

Search the (C++) help for: "Effect File Exporter for Alias Maya"

Default location is: C:\Program Files\Microsoft DirectX 9.0 SDK (February 2005)\Utilities\Source\Maya

Nothing to do with the extras DL this release it seems, which is nice.

I've yet to try it fwiw.

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