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- ======================
- MAYA X-FILE EXPORTER
- ======================
-
-
- Installation
- ------------
-
- 1] Make sure that Maya is not running
- 2] Copy "xExport.mll" to "<mayapathname>\bin\plug-ins"
- 3] Copy "xfileTranslatorOpts.mel" to "<mayapathname>\scripts\others"
- 4] Copy "bicubicBezierPatches.mel" to "<mayapathname>\scripts\others"
- 5] Run Maya
- 6] Select "Window->General Editors->Plug-in Manager" from the main menu bar
- 7] Turn on the "auto load" checkbox next to "xExport.mll"
- 8] Turn on the "loaded" checkbox next to "xExport.mll"
-
-
- Usage
- -----
-
- 1] Select "File->Export All" from the main menu bar
- 2] Select "XFile (*.*)" from the "File of type" drop-down menu
- 3] Select a file name from the browse window
- 4] Click the "Export" button
- -OR-
- Click the "Options..." button for further options (recommended)
-
- Notes
- -----
- - If a material contains a texture, then the diffuse factor is used for the
- RGB components of the face color.
- - See the notes on New Templates to learn about extensions added to the X-File
- format.
- - TRS animation (as opposed to vertex animation) is exported.
- - Polygons are not triangulated.
- - NURBS surfaces are ALWAYS tesselated. They lose skinning and material info.
- - Since different viewers may interpolate between TRS keyframes differently,
- animation of an object is not guaranteed to look the same as in Maya except
- at the keyframes of that object. To overcome this, choose Animation Mode to
- be "regular" instead of keyframed.
- - Rigid and smooth skinning are exported. All other types of mesh-deformation
- are ignored. Hence, if other types are present, the exported skinned data
- will quite likely not behave as expected.
- - Rigid skinned weights should be between 0.0 and 1.0 (inclusive).
- - IK nodes such as IK Effectors sometimes interfere with the smooth and rigid
- skinning export. Deleting such IK nodes, should improve export results.
-