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Maya Help


PaulRazvan

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Hello everyone.

 

I'm from Doom 3-side of modding. I'm working on a project with some people. And we're having problems for quite some time exporting animations from Maya to MD5. Exporters don't seem to work, and the animator has recently tried this guide:

 

http://wiki.thedarkmod.com/index.php?title=Getting_Characters_and_their_Anims_into_Doom

 

But with no luck.

 

Is anyone who actually managed to Export from Maya kind enough to help us exporting those files as MD5 ?

 

Thanks

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  • 3 weeks later...

If you're using GPL Doom 3 or a fork, you may need to compile your own DLL:

 

http://wiki.thedarkmod.com/index.php?title=How_to_compile_the_MayaImportx86_DLL_(Maya_2011)

 

the Maya dll versions we have were either compiled against Commercial Doom 3 1.3.1 patch or our

own GPL sources.

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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bump

I have an eclectic YouTube channel making videos on a variety of games. Come and have look here:

https://www.youtube.com/c/NeonsStyleHD

 

Dark Mod Missions: Briarwood Manor - available here or in game

http://forums.thedarkmod.com/topic/18980-fan-mission-briarwood-manor-by-neonsstyle-first-mission-6082017-update-16/

 

 

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Using Doom 3 1.3.1 .

 

I don't know how to code/compile. But I guess if needed we will figure out one way or another.

 

You said the Maya dll versions were compiled against Doom 3. So would that work for TDM? Using the DLL from the website with TDM, exporting the model to MD5 then work it on Doom 3?

 

If it would work, would I be allowed to do that?

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It should work with Vanilla Doom 3 1.3.1 yes.

 

Yes, you can use any of the DLL versions we compiled.

 

To broaden your support base, you may also consider signing-up at Katsbits:

 

https://www.katsbits.com/

 

id tech forums:

 

http://idtechforums.fuzzylogicinc.com/

 

and quake3world:

 

https://www.quake3world.com/forum/portal.php

 

All these places have modelers who occasionally stop in and offer advice on id Tech 4.

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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http://idtechforums.fuzzylogicinc.com/index.php?topic=472.0

 

The thread has been already at idtechforums.

 

(I'm not the animator) . We managed to export them to blender, but they are exported wrong. The model looks fine (although scaled wrong) but when the animation should start, the model "explodes"

 

That's why we're trying to use the MayaImportDLL to get it.

 

Aand, no. The MayaImport DLL I've got from your website don't seem to work. But mainly it's because the animator has Maya 2012, and x32Bit . That's why I think

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I have made only a few animations with Blender, but noticed (with the help of other people on the forum) that the bones for the animations are defined differently in Blender and Maya (not sure about other other programs; see this thread http://forums.thedarkmod.com/topic/14066-needed-for-standalone-animated-werebeast/page-7).This might be the problem for you: The axes are defined in a different way, so as soon as the animation wants to move along /turn around a specific axis it uses a different direction. As a consequence each bone takes off in a random direction and it all "explodes". So, it is in general very recommended to stick to one program when creating the armature for the model and the animations afterwards. For Blender it is even very davisable to stick to the same version of Blender as many scripts do not work in previous or later versions.

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  • 3 weeks later...

Unfortunately never animated in Maya, but like the others said the best bets would be to, find what version of Maya id software used for its animation (if still available on the net) and use the original exporters, not good thing i know, another would be to recompile the exporters for your version of Maya, i'm sure some modifications would need to be made to the exporter code (you do have the source code for it), i don't think it would be a case of just recompiling, Maya has changed much ever since Doom 3 came out and another perhaps the best bet would be to find a way to export the skeleton and animation intact into Blender and export from there.

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I would also like to be able to export animations from a more current version of Maya, say 2014, and export to md5mesh... as I'd like to try and animate some fairly simple things for The Dark Mod.

 

Is Maya 7 free to download at this point, since that came out years ago? I think I could use that animate in and export to md5mesh. (Not sure how good its animation tools are, though :-/)

Edited by Darkness_Falls
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