Plan for Ernest A Booth
by Ernest A Booth · 05/28/2003 (3:10 pm) · 9 comments
Maya Exporter
Alias|Wavefront has been kind enough to provide me with Maya so that I can create this great exporter you have all been asking for. Thats right no more fbx or Max or any other out round about way to get content from Maya in to your game. On June 15th I will be releasing Alpha One of the Torque Maya exporter anyone interested in testing please contact me atelier@nexlen.com. This is for windows only during alpha, but we will have it for all platforms Maya runs on.
Cheers,
Ernie Booth
Alias|Wavefront has been kind enough to provide me with Maya so that I can create this great exporter you have all been asking for. Thats right no more fbx or Max or any other out round about way to get content from Maya in to your game. On June 15th I will be releasing Alpha One of the Torque Maya exporter anyone interested in testing please contact me atelier@nexlen.com. This is for windows only during alpha, but we will have it for all platforms Maya runs on.
Cheers,
Ernie Booth
#2
LOD, Dummy objects?
05/28/2003 (7:18 pm)
Just wondering what features do you have in the exporter?LOD, Dummy objects?
#3
d
05/28/2003 (7:38 pm)
well, maya doesn't really give you a level editor, until people start really trying to use max/maya as level editors and the functionality internally, in plugins, and in the exporters, are all brought up to the level where people can build serious level layouts in them... someone please correct me if I'm wrong, but I didn't think map building in the 3D modelers was even close to usable at this point...d
#4
I thought I heard my ears buzzing that week... I will drop you an email later this week to give you all the info and hear more about e3.
Jeff,
I knew I forgot something, features! No but seriously I am going to try and support as many as I can and LOD is very import to great looking games so that is up there on my TODO list.
David,
Your right that any 3D modelling program requires more then just an exporter to make it a great for level editing. Placing game and engine specific objects etc need to be accounted for and I have plans. Thankfully the guys over at A|W rewrote the Maya SDK so writing plugins for it is cake. So I have a list of plugins to write to do level editing with Maya, the current plan is to do something similar to UnrealEd where actors are droped in to the level graphically and there properties are modified by the level designer, but that will take a bunch more reseach. I am building this thing one road block at a time, but we will get there.
Yes I rated my own post :-)
05/28/2003 (10:15 pm)
Jay,I thought I heard my ears buzzing that week... I will drop you an email later this week to give you all the info and hear more about e3.
Jeff,
I knew I forgot something, features! No but seriously I am going to try and support as many as I can and LOD is very import to great looking games so that is up there on my TODO list.
David,
Your right that any 3D modelling program requires more then just an exporter to make it a great for level editing. Placing game and engine specific objects etc need to be accounted for and I have plans. Thankfully the guys over at A|W rewrote the Maya SDK so writing plugins for it is cake. So I have a list of plugins to write to do level editing with Maya, the current plan is to do something similar to UnrealEd where actors are droped in to the level graphically and there properties are modified by the level designer, but that will take a bunch more reseach. I am building this thing one road block at a time, but we will get there.
Yes I rated my own post :-)
#5
05/29/2003 (5:21 pm)
For level building research, you may want to DL the Ghost Recon SDK. That entire game was built in 3dsMax. Although I never tried building a new level, I did look over their samples, and I did install all their plugins/tools. Quite nice system.
#6
Open question: It is my understanding the Personal Learning Edition (PLE) of Maya requires plug-ins be created specifically for the PLE. Has anyone discussed with the Alias/Wavefront folks the possibility of allowing us to do a version of the DTS/DSQ exporter for Maya PLE? I do not know the details of the deal that allows for the Unreal Tournament 2003 plug-in, but perhaps they would be willing to work with us as a way to help Maya continue to grow in the game development market.
~ Dao
05/31/2003 (7:15 pm)
First of all, thank you very much for taking on this project Ernest!Open question: It is my understanding the Personal Learning Edition (PLE) of Maya requires plug-ins be created specifically for the PLE. Has anyone discussed with the Alias/Wavefront folks the possibility of allowing us to do a version of the DTS/DSQ exporter for Maya PLE? I do not know the details of the deal that allows for the Unreal Tournament 2003 plug-in, but perhaps they would be willing to work with us as a way to help Maya continue to grow in the game development market.
~ Dao
#7
Any chance of getting you to post your planned features (todo)? I'm very interested.
06/04/2003 (8:05 am)
I am very excited about this project. Let me know if you need anything at all! I'm all about the Maya and Torque. :)Any chance of getting you to post your planned features (todo)? I'm very interested.
#8
I can help with testing, if it's still going on.
07/21/2003 (8:59 am)
How's the project going? Did Alpha launch? My team is trained primarily in Maya, so I'm very interested in this :)I can help with testing, if it's still going on.
#9
09/11/2005 (6:27 pm)
I'm just posting to represent another team working in Maya and waiting on a maya to dts/dsq plug-in. Right now we're stuck in maya 6 for exporting objects from maya, and we'd love to be able to use a more current version of maya. Now that v7 is out we'd like to be able to run in the latest envrionment. 
Torque Owner Jay Moore
Default Studio Name
One conversation with Alias|Wavefront and one with Apple both interested in how our progress on the exporter is going. The "all platforms that Maya runs on" is important to more than one of our partners (Maya gives us a level editor on Mac & Linux as well) and from what I was told we have the full support of Alias|Wavefront assisting us in making the final version of this exporter exceed the functionality of "other" exporters TGE supports :)