Maya 2010 to .egg exporter

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avaneeck


Posts: 1

PostPosted: Fri Oct 23, 2009 12:41 am    Post subject: Maya 2010 to .egg exporter Reply with quote
I was wondering if there was an exporter for the new Maya 2010 to an .egg file? I can't find any information on it. Thank you.
SylHar


Posts: 217
Location: roanne, France

PostPosted: Mon Nov 02, 2009 4:05 am    Post subject: Reply with quote
not right now.

It's probably the same as all maya. meaning if you have the sdk, you can compile it yourself. ( or try giving it someone that can compile it)
Devotion


Posts: 9

PostPosted: Sat Jan 09, 2010 12:02 am    Post subject: Reply with quote
Anyone kind enough to explain how to go about compiling a maya2egg2010 exporter?

Wink
benchang


Posts: 103
Location: Troy, NY

PostPosted: Sat Jan 09, 2010 9:15 pm    Post subject: Reply with quote
To compile the exporter you actually have to compile all of Panda from source; the Maya tools are integrated into the whole panda build system so you can't make them without making everything else. Luckily it's not hard (in theory).

1. install Maya (duh).
2. download the source code for Panda. You can get this from the downloads page but it's probably better to check out the latest source from SVN. If you discover a bug while trying to compile, that way it can be fixed and you can get updated source easily.
3. follow the compilation instructions, which mostly amount to running

Code:

python makepanda/makepanda.py --everything


from inside the source folder.

It'll grind away for quite a while, and at the end you'll have a complete fresh version of Panda. The maya2egg tools are put in the built/bin directory.

I'll just mention I haven't tackled building the 2010 exporter seriously yet because I don't have it on my own machine yet. One of my colleagues tried it on OSX and ran into a few problems, she'll probably be posting more details soon.

1. autodesk seems to have rearranged the maya/ folder, so include/ is now in devkit/, while all the .dylibs are in the oddly named "Mac OS" folder inside the Maya2009.app. I think this creates a huge problem for makepanda which assumes that both include/ and lib/ are in the same place as part of an SDK. the quick fix is to copy lib/ into devkit/ ...

2. once it builds, if you want to test before installing, you do need to set your PYTHONPATH and DYLD_LIBRARY_PATH. Note that on OSX it's DYLD_LIBRARY_PATH, not LD_LIBRARY_PATH.

3. currently stuck on a python compatibility problem between the Maya version and the OSX version which isn't too much of a surprise but I don't know exactly how to fix.
rdb
pro-rsoft

Posts: 5836
Location: Netherlands

PostPosted: Sun Jan 10, 2010 5:38 am    Post subject: Reply with quote
Send me the include and lib dirs (without libfbxfilesdk) and I'll include support for Maya 2010 in the official release.
Devotion


Posts: 9

PostPosted: Fri Jan 15, 2010 3:59 pm    Post subject: Reply with quote
I tried compiling the exporter, and it gave me an error complaining about 64bit (which is the version of Maya I installed)... I'm gonna assume that means I'd have to install the 32 bit version of maya?

Rdb - I was going to try sending you the two folders, but it was about 50 megs zipped and I didn't see anything named libfbxfilesdk so I wasn't even sure if those two folders were indeed the correct two anymore.
rdb
pro-rsoft

Posts: 5836
Location: Netherlands

PostPosted: Sat Jan 16, 2010 3:39 am    Post subject: Reply with quote
Ah, then I was wrong about fbxfilesdk. It's quite big indeed - the lib and include dirs.
Devotion


Posts: 9

PostPosted: Sat Jan 16, 2010 4:38 pm    Post subject: Reply with quote
Was I correct that the 32 bit version of maya is needed to compile the exporter though?
Devotion


Posts: 9

PostPosted: Sat Jan 16, 2010 11:17 pm    Post subject: Reply with quote
Nevermind, installed 32 bit and it compiled just fine.

Now to test them! (/ kicks artist)
bradford6


Posts: 27

PostPosted: Wed Feb 17, 2010 11:47 pm    Post subject: you could export to DAE (Collada) Reply with quote
Panda (as of 1.7 I think) will load a .dae file exported from Maya no problem. No need to convert to .egg
_________________
-bill
Dinfael


Posts: 2

PostPosted: Sun Apr 04, 2010 8:13 am    Post subject: Reply with quote
Aloha !

I was wondering if they were some news about this feature ?
Did anyone know ?
'Cause I'm actually using Maya 2010 and I need to use a sub-software to export from Maya 2010 to EGG ...
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