Maya to Second Life: a new option for builders
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Alundra Yifu
Registered User
Join date: 23 Mar 2007
Posts: 1
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04-02-2007 00:13
Hello, First of what a great idea for a tool. Second though is the script seems to be incomplete. The part of the code that prints the name of the prim and all its transforms is very much incomplete. Does anybody know a source that lists what order each type of prim reads its attributes in SL so that I can get the script working?
So far I have found the following but I do not know where and what format you put the translate, scale and rotation information in: PRIM_TYPE_SPHERE [primVersion, primType, primHollowShape, primCut, primHollow, primTwist, primProfCut]; PRIM_TYPE_BOX,PRIM_TYPE_CYLINDER,PRIM_TYPE_PRISM [primVersion, primType, primHollowShape, primCut, primHollow, primTwist, primTop, primShear]; PRIM_TYPE_TORUS,PRIM_TYPE_TUBE,PRIM_TYPE_RING [primVersion, primType, primHollowShape, primCut, primHollow, primTwist, primHoleSize, primShear, primProfCut, primTaper, primRevolutions, primRadiusOffset, primSkew];
Thanks
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Don Milestone
Registered User
Join date: 17 Jan 2007
Posts: 5
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Problem
04-05-2007 16:49
Hello everyone,
I am having some problems, I download the MEL script from the website. I think go on Maya 7 and open it. I then execute the script and I keep getting this.
Warning: Global variable is already initialized; this occurrence is ignored.
Anyone know what my problem is
Thanks, Don
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Simil Miles
Creator
Join date: 1 Mar 2007
Posts: 300
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04-18-2007 23:39
Hello,
I have developed a tool that could eventually export linksets from SL to Maya. For this to become reality, I need to know what is the format used by SLmodel.
If you have a sample of exported data or any other material that could help, please send me a notecard.
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Thraxis Epsilon
Registered User
Join date: 31 Aug 2005
Posts: 211
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04-29-2007 00:04
I recently decided to take a look at this in more detail. As of right now I have the 0.0.9 release of the script working with at least Maya Version 8.0. The export function looks to have been fairly gutted, and I don't have a version of the .MEL that had the export function enabled. If someone does have one I wouldn't mind taking a look at it. The big issue I see is that not all of the prim types are supported. So producing a fully working Maya Offline Builder is probably not going to be possible. But I can most likely get what is currently there working. ========================================================== UPDATE: Pending some testing this is what I currently have: 1. The plugin working with Maya 8.0 2. Exporting to the XML file format used by the Blender and 3D Max Offline Builders 3. Importing using the Offline Builder scripts I have written (both the free as well as the Advanced version) Working Shapes: Box Cylindar Prism Ring Non-Working Shapes: Sphere Torus Tube I'll post the script file after I do some testing
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Simil Miles
Creator
Join date: 1 Mar 2007
Posts: 300
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04-29-2007 03:36
Traxis it's good news if you can get this to work. You have made an importer for Prim XML (Jeffrey Gomez's format) so you know how it could have been better adapted to notecards and LSL.
I have developed an XML format that stores all parameters, that "understand" a linkset and that is very notecard/LSL friendly. How about you add support for it ?
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Need a beta tester for quality assurance ? Need a translator for English, French, Spanish ?
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Rax Jessop
Registered User
Join date: 24 Dec 2005
Posts: 67
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04-29-2007 10:45
From: Julia Banshee Is Maya any easier to use than Blender? I found it to be much easier.
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Lolaras Mills
Registered User
Join date: 12 May 2007
Posts: 2
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05-12-2007 16:02
first of all i would like to congratulate the people responsible for creating this script. I am a Maya user for a long time now and i found SLs building methods and camera controls very uncomfortable so im glad this has came up.
However i have downloaded the script (v008 and v009) but im also getting the same errors:
---- // Warning: global int $tsjbs[] = {0,0,0,0,0,0,0,0,0}; // // Warning: Global variable is already initialized; this occurrence is ignored. // ----
This was tested on Maya 7.0.
can someone pls guide us towards a solution, i would greatly appreciate it.
thank you again.
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Thraxis Epsilon
Registered User
Join date: 31 Aug 2005
Posts: 211
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05-14-2007 23:20
Here is my fixed version of this script. It works in Maya 8.0, I am not sure about any other version. The export function was replaced / re-created and exports to the same XML format as the blender and 3d max offline builders. http://www.rpgstats.com/SL/slmodel_0.0.10.zip NOTE: This still does not support Sphere's, Torus, or Tubes. Nor does it support different hollow shapes. All of those features are beyond my knowledge of MEL scripting and 3D math.
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adrian Linden
Linden Lab Employee
Join date: 7 Nov 2006
Posts: 4
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Update (long overdue)
05-15-2007 15:11
Hi all Sorry to have let this linger for so long. I haven't had time to work on it these past months due to overlap between my new job as a Linden and my teaching commitments at the Academy of Art. This is the last week of my semester though, and the end of my teaching. Therefore, I'll finally have time to get back into the code and finish off the script. Major thanks to Thraxis for integrating my script with his importer. It's a major win for everybody if we can have a single incoming pathway for Maya, Blender, Max, and whatever else people dream up. I was especially glad to hear that the system relies on XML. I've also developed an XML parsing library for MEL (details at http://www.purplestatic.com/MEL/xmlDoc.htm), so as I get back to the script (starting next week), I'll be incorporating import tools as well. So again, sorry to post the tool and then not update. Once I'm done teaching (next week) I'll be making it a top priority.
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adrian Linden
Linden Lab Employee
Join date: 7 Nov 2006
Posts: 4
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05-15-2007 15:13
However i have downloaded the script (v008 and v009) but im also getting the same errors:
---- // Warning: global int $tsjbs[] = {0,0,0,0,0,0,0,0,0}; // // Warning: Global variable is already initialized; this occurrence is ignored. // ----
Don't worry about that. Note that it's a warning, not an error. I'll be working to remove it for the sake of making things more user-friendly, but it's nothing that will prevent the script from running.
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adrian Linden
Linden Lab Employee
Join date: 7 Nov 2006
Posts: 4
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One more thing...
05-15-2007 15:17
Since a number of people have asked about the "generate SL code" button being greyed out, an explanation...
I intentionally disabled that, since the code generation function isn't at 100%. It's at the point where I can use it (since I know all the quirks), but not yet at the point where I feel comfortable handing it off to others.
MEL allows one to disable any interface element by adding "-en 0" (enabled false) to the command that creates the control. That's why it's greyed out.
I'll release an update soon.
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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05-15-2007 18:21
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Lolaras Mills
Registered User
Join date: 12 May 2007
Posts: 2
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05-18-2007 03:37
yes thanx for your efforts and time you have already put into this project. I can wait for the next version!!!!!
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kailas Torok
Registered User
Join date: 3 Jun 2007
Posts: 1
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06-03-2007 10:39
just to let you know that slmodel_0.0.10 works in my version of 7.0.1 so thats been tested for you.
some reason it causes a massive memory leak on version 8 for me.
if only they could allow the import of .x directly rather than primitives. why oh why.
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Tysus Tank
Registered User
Join date: 19 Nov 2005
Posts: 3
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Missing prims
06-27-2007 10:43
Being a maya user for so long, theres no way I could say thank you enough. This script is a God send, it works great in Maya 8.5. I was just wondering if Spheres, Torus and Tube will be added at some point, or are those prims going to still have to be made in SL?
Thanks again.
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Peter13 Peterman
Registered User
Join date: 21 Jun 2007
Posts: 2
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06-28-2007 14:18
New script enables importation of 3D objects into Second Life 27 June 2007 by M&C In the virtual world of Second Life objects can be built with the aid of primitives (cubes, cylinders etc). Objects can also be imported from CAD programmes (computer aided design) such as Autodesk Maya and 3DStudio using an ‘offline builder’. This tool, however, was unable to convert complex or existing models. The TU Delft Second Life working group has now written an import function for doing this from Maya. So now all technically drawn objects such as buildings or cars can be converted in one go into Second Life. TU Delft is going to deploy this import routine to let residents of Second Life see and experience the numerous eye-catching prototypes of TU Delft researchers and students. TU Delft will also make the script available to the Second Life community so that everyone can benefit from the import routine and pursue its further development anywhere in the world. Import routines are also being developed for such packages as 3D-Max and AutoCAD. In addition, work is ongoing to facilitate the importation of textures. The behaviour of objects cannot be imported. So this remains to be programmed in Second Life. TU Delft in Second Life In the spring of 2007 TU Delft purchased two islands. These are currently being developed and are scheduled for opening to the public at the start of the academic year (3 September). The first challenge that TU Delft addressed and resolved on the island involved building on water. In Second Life you can buy islands and place buildings on them. TU Delft has opted to use the floating city as the campus of TU Delft. To make sure the floating city can actually float, one of the islands was sunk. Maybe the right thing 
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Johan Durant
Registered User
Join date: 7 Aug 2006
Posts: 1,657
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06-28-2007 14:33
I'm very curious what their importer is doing. As has been explained many times (possibly even in this thread) the way models are represented in most modeling tools like Maya is fundamentally different from the whole prims thing that SL does, so it is impossible to import an arbitrary mesh as is; it isn't simply that nobody has bothered to do it, it is literally impossible. Thus, this TU importer must do something to convert or approximate the mesh or something. I'm curious what exactly it is doing.
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Peter13 Peterman
Registered User
Join date: 21 Jun 2007
Posts: 2
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06-28-2007 15:31
Al what i did make up off the cource code is that is convert the mesh into vertrex traingles and set that into an text file which can be uploaded into SL. This will create a lot of primes in first place i think. The vertex build methode do already exist inSL. So what i think is that they have created an direct export script for this way of building. But then even i still stay puzzeld. Thus way i already have used in some way in sl and it work, but setting the textures in the right way is still an crime to do. I wunder very much how they will solve that. Beside this al we have to understand that Primes are equal to the way Game level builders use (game level build programs like the Hammer GLB for halve life 2 and the GLB for torque and the one that works in max GLB 2.2).They create map files. There way is far more the same then and 3d program. Maybe a way to have alook at those programs to use for an import possibilty. Only i have found none who can help me with that  If there is some who like to invest this with me, then who knows. I see more future in that way of building since it is use more for games then meshes. Meshes are more for objects and small parts. Level builders are for structures. They way they work are very simulair to the way we build online in SL. I have work some years with them and i realy believe that those programs are a better way to buildoffline and import to SL,so a map2SL converter or something like that. The rezzers already do exist in SL and that might not be the problem. If some can help me please let me know and we find a way together. 
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Fire Centaur
Creator
Join date: 2 Nov 2006
Posts: 149
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does it work in maya 8.5?
07-02-2007 03:32
Hi there, I am trying to load the script in maya 8.5. However, after I load the script, and select run, nothing happens.... where is the UI window for the sl tools supposed to appear? Am I doing something wrong?
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Tysus Tank
Registered User
Join date: 19 Nov 2005
Posts: 3
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07-04-2007 07:51
Hi. To get the script running, I just open the Script Editor, then hit File>Source Script.. then browse to wherever you put slmodel.mel and the Modeling window pop up.
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Walker Moore
Fоrum Unregular
Join date: 14 May 2006
Posts: 1,458
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09-24-2007 06:02
From: Tysus Tank Hi. To get the script running, I just open the Script Editor, then hit File>Source Script.. then browse to wherever you put slmodel.mel and the Modeling window pop up. and that was in Maya 8.5? I'm getting the same result as Fire. Sorry for the necropost. 
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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09-24-2007 08:04
I was only ever able to get the script to work in Maya 7 (or was it 7.1? Can't remember). In 8 and 8.5, it hasn't worked. Hopefully whenever Adrian gets back to working on it, it will become compatible with more versions.
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Walker Moore
Fоrum Unregular
Join date: 14 May 2006
Posts: 1,458
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09-24-2007 08:11
Aw, that's disappointing.  Thanks for mentioning it. I can't stop fiddling with it now. 
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Walker Moore
Fоrum Unregular
Join date: 14 May 2006
Posts: 1,458
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09-24-2007 08:29
Well this is a surprise. I had one last tinker before I gave up and what do you know .. I just clicked Edit > Clear History in the script editor, and when I executed it, it worked. A bit too limited without support for the sphere primitive though. I was hoping it would make tori easier to texture too but they aren't supported either. Ah well. Still a very interesting script though.
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Hypatia Callisto
metadea
Join date: 8 Feb 2006
Posts: 793
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09-24-2007 08:36
From: Peter13 Peterman Al what i did make up off the cource code is that is convert the mesh into vertrex traingles and set that into an text file which can be uploaded into SL. This will create a lot of primes in first place i think. The vertex build methode do already exist inSL. So what i think is that they have created an direct export script for this way of building. But then even i still stay puzzeld. Thus way i already have used in some way in sl and it work, but setting the textures in the right way is still an crime to do. I wunder very much how they will solve that. Beside this al we have to understand that Primes are equal to the way Game level builders use (game level build programs like the Hammer GLB for halve life 2 and the GLB for torque and the one that works in max GLB 2.2).They create map files. There way is far more the same then and 3d program. Maybe a way to have alook at those programs to use for an import possibilty. Only i have found none who can help me with that  If there is some who like to invest this with me, then who knows. I see more future in that way of building since it is use more for games then meshes. Meshes are more for objects and small parts. Level builders are for structures. They way they work are very simulair to the way we build online in SL. I have work some years with them and i realy believe that those programs are a better way to buildoffline and import to SL,so a map2SL converter or something like that. The rezzers already do exist in SL and that might not be the problem. If some can help me please let me know and we find a way together.  This is a great idea - for programs such as UnrealEd, 3d World Studio, Torque Constructor - having an interface/exporter for CSG programs like these to SL would be megawonderful, indeed  Actually... I've always wished we could build this way for SL buildings... be able to apply our own light mapping and have the structure IGNORE the SUN except what you place inside it yourself  For Windlight, would be even more useful. I can feel a Jira post coming on for me now 
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