Game Development Community

DtsUtility for Maya2DTS exporter updated

by Danny Ngan · in Torque Game Engine · 04/18/2004 (2:22 pm) · 9 replies

DtsUtility for the Maya2DTS exporter has been updated. You can download it here: http://www.dannyngan.com/tools.htm.

Changes in this update:

- "Sequence Manager" is now called "Sequence Attributes"
- Sequence Attributes window is now a spreadsheet editor (due to this change, sequences must be renamed/deleted from the main Maya interface)
- Triggers can be added/removed from the main window
- Bounding box now auto-resizes to fit the selection (objects and components supported)
- With the exception of actually exporting DTS shapes, all functions now work correctly on OS X.

#1
04/18/2004 (7:44 pm)
Nice work, Danny. Very impressed I am. :)
#2
04/19/2004 (12:06 pm)
Oops, right after I posted the old version in the docs, too. I'll update the filepack once we get an OSX build of the exporter.
#3
04/19/2004 (11:25 pm)
Come May 10 I will have my own licensed copy of Maya for windows, so if you need testing of things, I would _love_ to learn how to set a character up. I have been learning maya for 1.5 years (using it in classes and internship), so I have a character modeled and sloppily rigged, but don't know how to set it up in Maya for Torque export (I tried for a couple hours and only got so far as exporting the static mesh).

Now wait before you post... the best way (IMO) to approach this would be to not feed me the steps right off. Write up a document that you might post here (or at the least a very rough cut of the doc... i.e. outline), I'll be the guinea pig to use the doc to export a character. Whatever trouble I run into will be feedback that can improve the doc so we can keep saying "read the exporter documentation" to every newbie that asks how to export. I can even help flesh out the outline into a tutorial when the time comes.

I really appreciate what Danny and Clark are doing with the Maya exporter, and I would like to be of assistance where I can (but I won't be much help Maya-wise until May 10). It ends up I'm a better programmer than artist, too. So if you guys have better ways that I can help, let me know.
#4
04/20/2004 (6:57 am)
You can get almost any rigged character setup for Torque in very little time. The main things are you must use smooth skinning to bind meshes (simple parenting works just as well for segmented characters), you cannot use any deformers on the character, and you really should use naming conventions so that writing your .cfg file will be much easier.

I am already working on documentation for the Maya2DTS exporter. The beginnings of it are here: http://www.dannyngan.com/torque/maya2dts. I have yet to get going on the character section, mostly due to me being very picky about how I want to present the information. When I have something started, I'll be sure to post information on the forums.
#5
04/25/2004 (2:45 pm)
Yet another update to dtsUtility. The latest version contains few new things:

- Added "Export Sequence" button to do a quick export of the scene's animations to a DSQ file.
- Renamed "Quick Export" to "Export Shape" (still exports the entire shape with animation to a DTS file).
- "Sequence Attributes" are displayed in a spreadsheet editor with abbreviated names. Full attribute names are available in the channel box for each individual sequence.
- Buttons to add and delete triggers for the selected sequence are available in the main window.
- General cleanup of the UI and the script.

You can grab dtsUtility by itself here or as part of the File Pack here.
#6
06/08/2004 (7:34 am)
I have compiled the Maya2DTSExporter from the HEAD to work under Maya 6.0. DTS export works fine, but I don't understand why I can't export DSQ files...
ExportDSQ doesn't appear when I click on project file types (Data Transfert Locations in Edit Project Menu), and when I click on Export sequence, I got an error : "Error: Invalid file type specified: exportDSQ"

Is your version different from the HEAD's ? Am I a goat not able to compile ?
Has anyone tried succesfully to use Maya 6 ?
#7
06/08/2004 (8:11 am)
I am currently still on Maya 5 and have not upgraded to Maya 6 yet (can't afford to right now). The version of the exporter that I am using was provided to me by Clark Fagot. I am not a programmer, so I have no idea how to compile the plugin.
#8
06/09/2004 (3:10 am)
Dear Danny and Clark

I can not express how much gratefull I am for providing this plugin and tutorials avaliable on Your site. I am working with Maya 5 ( I can not afford 6 as well) and that plugin ...well... saves a lot of my time. My most sincire thanks ( I know it's a bit stiff speach but I felt that that it should be done in public, in a "formal" way) If there is any way I can help You- please, let me know.
#9
06/09/2004 (3:39 am)
I have a Maya 6 license so if you want me to compile the code to provide it for everyone please let me know.