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reubensutton

OpenGL Maya and OpenGL?

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The general approach that you will have to take is this. First you make the model in Maya. It'd be best to make sure you save it in Maya's native format so you can make changes at any time. After that, you will need to "export" the model into a file format that you can use in OpenGL. Technically, OpenGL can support almost any exported model format, but you will have to have a model format parser for that type written out already.

So starting with the simplest model format to use, the OBJ file format, is the first one you can use. Take a look at this entry in the Forum FAQ for some code to do that. If that does not do it, then you can do a google search for OpenGL OBJ file loading code. I know UGP has code in the Tutorial->OpenGL section on page 8ish or around there. Once you have that, you just load your model and you're done!

Of course the OBJ file may be too simple for you or not have enough texturing support, so you will have to look into other formats to use. In this case some people would actually make their own model format from Maya, and load it into OpenGL.

So to reiterate:
1. Make your model in Maya
2. Export it into a file format, such as .OBJ
3. Get the OpenGL loading code for that model format
4. Use your model in your OpenGL app.

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