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Maya animations export to Collada files?
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  • SusanLL
  • Posted: 23 July 2010 04:41 AM
  • Location: Leavenworth, KS
  • Total Posts: 148
  • Joined: 20 October 2009 02:14 PM

Hi all,

Quick question(s). We are needing to export character rigs and animations to Collada files. This is new to me so…

Is there a recent plug-in for Maya 2011 vista 64x?

what exactly is the extention? (.dds, .dae)

Is it virtually an FBX file?

Does it generate more poly’s when converting skeleton over?

If someone could assist that would be great.

Thanks-
Susan



Replies: 0
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COLLADA files export with a .dae extension. 2011 x64 has a plugin that is tagged as “DAE_FBX export”, that will export animations, you just work through the options to specify what to export. If that isn’t in your available options for export, use the Plugin Manager to load it.

Why FBX is in the title I don’t know… the two formats are not the same at all. Collada is a text-based format, like Maya Ascii, that (in theory) could be edited further after export.

<* Wes *>



Replies: 3
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Wes,

Thanks for the quick responce. I did try that plug-in Friday and in past. Unfortunitly, I either didn’t set up the prefrences up correctly, or my programmer really can’t read .dae files. Since I don’t have a viewer to test animation after generating that file, wasn’t sure if he could use it. My file said it was 121KB, but he said their wasn’t “anything there”.

I did find another plug-in called OpenCollada http://code.google.com/p/opencollada/downloads/

mentioned here in another forum. Not sure if that will work for him or not, awaiting responce back. My programmer uses JMonkey as his engine so it’s been a real issue getting animations excepted into out end product.

For the last year we’ve been generating .flt models, but animations don’t transfer across. And since I build the models it’s been a real task to figure how to get them and animations out for my programmer.

Since he dosn’t care about the model itself, just code it’s been a real problem for me. Two people who work two different sides of the project is difficult to come together with the same dialogue at times.

Anyway, what I was wondering is if you have used the OPenCollada, or someone on your staff, and could tell me how to effectively utilize it’s preferences if my programmer still has problems with Friday’s animation test?

I’ll check back later in hopes you see this.

-Thanks
Susan
Lead Modeler

Author: SusanLL

Replied: 26 July 2010 02:21 AM  
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I’ve gone through all of the settings and cannot get my animation to export. I’ve tried baking in the animation with no luck. I also noticed that the UV maps or texture info is not exporting as well. Does anybody have a solution for this?

Author: m1k3o

Replied: 24 November 2010 06:39 AM  
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we are working on a project which requires collada 3D as a plug in. we downloaded it and did according to the installation text. but when we went to the plug in manager in maya to load the plug in, it was not getting loaded(the tick not coming). we can not proceed with out the plugin properly loaded..... it would be of great help if u can tell us a way to fix it as soon as possible..... and can you tell us which maya and collada version is the best to use????

Author: elll

Replied: 23 January 2012 08:41 PM  
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I have used the OpenCOLLADA plug-ins before. Sadly, it seems that the standard is wide enough such that the methods used by different interpretations do not always mesh. I didn’t mention them because the last time I checked, there wasn’t a binary compiled for Maya 2011 x64. I have them on my Maya 2009 installation, but I rarely use that.

OpenCOLLADA seems to be the best choice for some game engines, however I haven’t been personally involved in any game development recently. However, I found that the best (free) way to transfer models between Maya and Max is by using the OpenCOLLADA plugins (appropriate versions on both ends) rather than anything Autodesk provides. Changes in the FBX standard over time have made going from newer versions of Maya to older versions of Max unworkable for FBX, and nothing else seems to also transfer as much of a fully rigged, skinned and animated model.

If I remember right, the one issue we had was that constraints did not transfer. That left all the rig controls disconnected from the joint chains, which left us unable to easily split the development process across the whole team, but the animations and all the rest transferred well.



Replies: 1
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That’s good and bad news. Luckily, There’s just myself and my animator for the time being and then our programing guys. Of course passing data around to my other teams may pose to be an issue later. At least now we are on the right track to provide our clients what they have been asking for. Or course our next challenge is to get facial animations and dynamics to come across, but the way this projects going we aren’t going to get that far.

I am actually working models for two game engines, and trying to get models across both has been difficult to say the least.

Thank you and I will note your comments and pass them along to my team.

-Susan

Author: SusanLL

Replied: 26 July 2010 02:57 AM