OSM Exporter for Maya

maxxoros

25-04-2006 12:40:18

Hi all Maya User:
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The tool that oFusion made for 3DSMax is great and I am so jealous with some one using max :)
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Until now...I find that there are some way we could made a similar thing in Maya.
First, the format is similar to our old dotscene. So, for some one who want to make a big scene in Maya and use the OSM format also the loader of OSM in Ogre, this is the exporter.
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The tool is evolved from the LFA_Exporter of metaldev with a little change to satisfy the OSM construct
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Usage: Nothing change compare to the LFA_Exporter
Still Not support: Sky
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http://www.3dvn.com/download/MayaOSMExport.rar

Lioric

25-04-2006 18:01:09

This is very interesting, there are an increasing ammount of interest from the Maya users, asking for support

What Maya version(s) are requiered?

maxxoros

26-04-2006 05:47:16

This is just MelScript, so no strict for maya version. any from 4.0 could you this script
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The ideal develop .OSM become a standard format of Ogre is so interesting. I used to pay attention to dotscene but It die soon. With the development of oFusion Package, and If we could add these feature to other 3D Program like Maya, XSI, I think that It will succed
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One question for the loader, If the PLSM2 will be supported.
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Our team are thinking about the idea of a Ogre Viewport in Maya, It will be another kind of render of a viewport like Hardware texturing
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JeDi

26-06-2006 17:28:41

Hi,

I'm very interested in this exporter, but the download link seems to be dead.
Are you actively developing this? Cause the exporter (actually, I only tried the original LFA exporter, but I guess it's the same) has its flaws.

Does it work with the new version of the Ogre exporter, which exports to binary .mesh files directly? Also, I'm not sure if it just uses the "official" exporter to export all the distinct .mesh, .skeleton, .material, ... files. Ideally, this would really be a layer on top of the .mesh exporter, and just spit out a .scene/.osm file

Another question: Is it possible to automatically tag all objects as exportable and auto-generate the ID's? Cause it's a real pain to export a scene with 100's of objects if you have to tag and ID each and every object manually :?

Anyway, thanks for this addon, and kudos to the original author too!

Lodes

26-06-2006 18:55:03

I don't want to hijack this thread but you did mention XSI. I am currently working on a tool very similar to oFusion for XSI and I do plan to support the osm format. So it is coming for XSI by the end of this summer.

http://www.ogre3d.org/phpBB2/viewtopic.php?t=20005

I hope I have not hijacked this thread and just wanted to let you know.

jacmoe

27-06-2006 09:26:50

Are you actively developing this? Cause the exporter (actually, I only tried the original LFA exporter, but I guess it's the same) has its flaws.
Just post in the LFA topic at the main forum, if you think LFA has any flaws.
Maybe metaldev will correct those. :wink:

Vectrex

27-06-2006 09:38:10

The ideal develop .OSM become a standard format of Ogre is so interesting. I used to pay attention to dotscene but It die soon.

Ok this has been bugging me for some time. I really don't understand why oFusion can't use dotScene as they are so close to being identical it isn't funny. All the extra stuff oFusion can export would slot easily into the xml as anything just reading plain dotScene would ignore the extra stuff. I mean someone made a .osm to .dotscene converter and I really don't like it when things start getting messed up for no good reason. How about it Loric?

IFASS

27-06-2006 12:59:09

I must admit i find it quite unpleasant aswell... i think there should be no limitations in just using DotScene..

Lioric

27-06-2006 16:10:45

The dotScene format is not an "Ogre standard format", its an pseudo community standard

The dotScene format doesnt fit in the oFusion design, so it was nerver considered to be part of it

In any case the new version supports custom scene formats, so its a matter of writing a new scene fomat extension to produce the scene and the resources files in the custom format you need

Vectrex

27-06-2006 16:22:01

ah good idea, even better. The only problem previously was of course fragmentation of tools with different formats.
You make a good point that dotScene isn't an official format and the fact that ogre doesn't have an official format is pretty puzzling in itself. Sure formats are usually game specific and ogre is a graphics engine etc, but really having an official format that at least covers everything ogre can do would be highly benificial, purely from the same standpoint as the xml mesh definition, ie for tools etc.

jacmoe

28-06-2006 01:06:39

In case you guys haven't noticed, there was a topic about the scene format today @ the main forum.
We agree that dotscene is preferred over the proprietary osm format, but dotscene has to be upgraded to support current Ogre features.
pjcast is in on it, because of his Ogre editor.
I think COLLADA can be the ultimate successor, but dotscene is not dead.
It just needs an upgrade.

And, mind you, dotscene was/is never meant to be other than a means to transfer scene information to and fro tools, importers/exporters.
It's not an application format.
It would be too bloated if it was.
And custom binary loaders are far superior anyways, and totally application specific. :wink:

Evak

28-06-2006 18:24:13

I'd like to see some kind of official general purpose scene format for ogre too :)