Maya exporter upcoming

Miscellaneous Forums/Content Creation Tools/Maya exporter upcoming

End of March wasn't too optimistic if I wasn't such a lazy git. Oh, and I just got back from vacation (or rather "vacation" considering most of it was spent moving furniture) so that's why I hadn't been responding.

When I have a minute I'll upload what I have so far for people to test. It is FAR from done but I do have a MEL script for people to test.

ADDITION: Alrighty, I uploaded the exporter for people to test. It's at www.moondoggieent.com/downloads/xml2b3d.zip
Remember, this is VERY far from done. At the moment it only exports static mesh data, without textures or normals (that last one can be jarring since polygons aren't all facing the right direction; look at the model with backface culling off for now.) And you have to triangulate the model, and have it selected when you run the exporter (both restrictions I am going to eliminate.)

At any rate, here's how you use it:
Create a text file called "whatever.xml" somewhere (with "whatever" replaced by the name you want.) For now the easiest cross-platform file selector using MEL cannot create new files, it can only select existing files.

Move xml2b3d.exe to the same directory as the xml file. I intend to address this eventually, but for now xml2b3d will only work if it's in the same directory as the file to convert.

Now select and triangulate your model in Maya. Open the Script Editor and load XMLb3dexport.mel

Run the script from the Script Editor. A file dialog will pop up; select the xml file you created. The Editor window should say "finished" when the export is done.

Now close Maya (don't save the scene because you triangulated it!) and run xml2b3d. Click the first button (the second button, batch processing, is buggy right now) and select the xml file. A b3d file will be created.

Tedious and confusing? Well, yes. Oy, I've got a lot of work left to do.