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 filemaker + maya .ma files 
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I tried to reverse engineer the ini setting for filemake.exe maya conversion.
This is what I got:

start.ini:
Code:
maya maya1
{
in_file = "test.ma";
}

this bit will try load maya ascii file "test.ma" It will need another ini file named like your file (in this case test.ini)

test.ini:
Code:
rigidbody "machine1"
{

}

"machine1" is the name of the object in the maya file test.ma. Can't have any special chars.

Running filemaker like this creates a file "machine1.obj" of a very small size, it can be loaded with the game, but nothing shows.
Using different types of objects in the test.ini instead of rigidbody (the ones that work with a basic shape are: render and soft) create a larger file, but the game either crashes (render) or doesn't show the object (soft).
If anybody has more patience than me finishing figuring this out, this should provide some starting point.


Sun Dec 14, 2014 12:50 am
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@riftporn

We will make an extensive tutorial available on the modding wiki.
On how to convert maya files. bvh files etc. Best is to wait on that.


Sun Dec 14, 2014 3:08 am
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xpadmin wrote:
@riftporn

We will make an extensive tutorial available on the modding wiki.
On how to convert maya files. bvh files etc. Best is to wait on that.


Yeah, my hope was that there isn't too many settings to be made, and I'm impatient ;)
But your filemaker tool looks quite extensive, I gotta say.


Sun Dec 14, 2014 3:18 am
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@xpadmin

as i understood the modding wiki is for people who dont have much skills and would mod the game, but a modder are experimenting and finding new possibilties so let them experimenting


Sun Dec 14, 2014 10:12 am
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Location: #0BADF00D - #FEED1337
Hm, seems that you need to define the objects shader/material as well, without it it might be invisible.
I can imagine rigidbody or softbody also have a mass and friction attribute as they are physics stuff.

The name of the Object to import likely has to match the parent node name of it.

Other node types could be:
-Waypoint
-Mesh/Static(Object/Body)
-Light
-Collission
-Info

But i really wouldnt mess around with it, it just consumes to much time i think. It's quite hard to figure it out. In this case wait for the wiki...


Sun Dec 14, 2014 10:29 am
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The filemaker is able to convert everything from maya to the game format.

So textures are automatically converted to dds format, shaders are converted to opengl/directx format, meshes are triangulated and converted etc.

Every maya scene is accompanies by an .ini file that can contain settings to overrule the maya file settings. So if you want to use other texture/shader settings you can edit the ini file and overrule the maya texture/shader (etc).

This is useful because this way the maya scene can be clean and game needed settings can be separate from it.

Here is an example of an ini file:

- In it some shader attributes are changed

Code:

// To this path maya scene is converted
out_path = "scenes/office2";

shader "AA_outercasing"
{
  color_w_type = SPEC; // Alpha channel in texture is specular component
}

shader "AA_server"
{
  color_w_type = SPEC; // Alpha channel in texture is specular component
}

shader "AA_screen"
{
  anis = true; // Anisotropic texturing
}

// Server is rigid body
rb "serverShape"
{
  // Use following for rendering mesh
  render
  {
    elem[0]
    {
      lod[0]
      {
        mesh  = "serverShape";
       
        range = 1000.0;
      }
     
      lod[1]
      {
        mesh  = "serverShape2";
       
        range = 2000.0;
      }
    }
   
    elem[1]
    {
      lod[0]
      {
        mesh  = "svButton1Shape";
      }
    }
   
    elem[2]
    {
      lod[0]
      {
        mesh  = "svButton2Shape";
      }
    }
  }

  // Collider mesh
  physics
  {
    elem[0]
    {
      mesh = "serverCol1Shape";
    }
  }
 
  // Sounds
  media
  {
    elem[0]
    {
      filename = "scenes/sounds/office/airco.wav";

      type      = AUDIO;
      stream    = false;
      pos3d     = true;
      pos3d_min = 1.0;
      start     = true;
      loop      = true;
      volume    = 0.85;
    }
   
    elem[1]
    {
      filename = "scenes/sounds/switch/monitor1.wav";

      type      = AUDIO;
      stream    = false;
      pos3d     = true;
      //pos3d_min = 0.0;
      start     = false;
      loop      = false;
      volume    = 1.0;
    }
   
    elem[2]
    {
      filename = "scenes/sounds/switch/switch1.wav";

      type      = AUDIO;
      stream    = false;
      pos3d     = true;
      //pos3d_min = 0.0;
      start     = false;
      loop      = false;
      volume    = 1.0;
    }
  }
 
  // Interact meshes
  interact
  {
    elem[0]
    {
      mesh  = "svButton1Shape";
    }
   
    elem[1]
    {
      mesh  = "svButton2Shape";
    }
  }
}


Sun Dec 14, 2014 11:15 am
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Thanks for the example file xpadmin. I kinda expected a complicated structure like this after analyzing the string resources in filemaker.exe.


Sun Dec 14, 2014 4:52 pm
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XD

Wobbly grey mass of horror ;)

Didn't manage to make it work with a rigidbody yet.


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Sun Dec 14, 2014 5:22 pm
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Can filemaker convert .obj back to maya format?


Sun Dec 14, 2014 6:07 pm
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Not that I can see.


Sun Dec 14, 2014 6:33 pm
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