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Summary
This tutorial provides a quick summary on the model export process from maya versions 5 through 6.5 to Anark. This tutorial only covers the model data translation. The steps here provide a simple workflow for correcting common export problems with such as scale, orientation, flipped normals and smoothing issues.
Other online tutorials will also provide more details into the preparing supporting data for export such as materials, images, baked lighting, etc..
Prerequisites:
� 3D Model optimized for real-time playback
� Materials have been prepped and images have been assigned to proper channels
Category
Tutorials
Author
Eric
Difficulty
Beginner
Time to Complete
10-20Min
Downloads
Click Here to download the associated files.
Work on a Copy of your scene
Save a copy of your model to a new file as some of the export process will delete any history that you may have on the model. Go to File -> Save As... and save your work to an alternate file.
Get the Latest plugins and scripts
Make sure you have the latest AMX export plugin downloaded from the Anark Assistant Palette. For the latest exporters, check the "Latest Exptorters" section of the Online Assistant Palette.
There is also a version of the exporter that is available in the Anark Studio 3.0 program folder.
The location of this folder for Anark 2.5 is: C rogram FilesAnarkAnark Studio 2Third-partyMayaPC
The Location for the plugin in the Anark Studio 3.0 installation is: C rogram FilesAnarkAnark Studio 3AMX Exporter Plug-insMaya
Extract the zip and copy plugin file named "Maya2AMXExport_6.mll" plugin into the folder: C rogram FilesAliasMaya6.0.1inplug-ins
Within Maya, go to Window -> Settings/Preferences -> Plugin-Manager...
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Find the plugin called Maya2AMXExport plugin listed and check on "loaded" and "auto load."
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Download the associated files with this tutorial and extract the .mel script called ResetPivots.mel. Copy the extracted ResetPivots.mel script into your scripts folder:
(Windows) drive ocuments and SettingsusernameMy Documentsmayascripts
(Mac OS X) Users/username/Library/Preferences/Alias/maya/6.0/scripts
For More information to install a downloaded Mel script, refer to the Maya Documentation: Downloading Alias MELscript
Working with Maya's Scale
Maya's internal scale is much different than Anark's scale so you must obtain a proper scale in your Maya scene to match that of Anark's.
Bring up the Maya General Preferences from the Window->Settings/Preferences-> references menu.
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Click on the Settings Category and check that the Working Units inear units is set to Centimeter.
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If you do not want to work in another unit scale, in the upcoming steps, adjust the value entries to match the scale. For eample, the next step create the sphere with a radius of 3 if the linear units are in meters.
Create a polygon sphere at the origin with a radius of 300.
Depending on your view, the sphere could be much larger than the view.
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Select the sphere and press the"f" key to fit the view to the sphere. You may notice that the view has become blank. This is because the default clipping planes for the camera are smaller than the visible sphere.
Select the current view camera by going to the viewport menu View -> Select Camera
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Bring up the Attribute Editor(Ctrl-A).
Set the "Far Clip Plane" to 10000 or more.
f
The sphere and origin should now come back into view.
The volume of the sphere represents a good viewing area of a standard Anark presentation using default cameras.
Select the model(s) you wish to export and scale/move the model to approximately fit within the bounds of the sphere.
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This approach to scale your model to the volume to the sphere provides a "quick and easy" way to scale model to an Anark presentation. Experimentation with units and building your models starting at a larger scale unit will yield a good workflow as well.
Under normal Maya opertation with Y-up coordinate system, the Front view/camera represents the view in which models will appear when imported into a default presentation with the Anark camera untouched. If desired, orient the models into the best view.
Delete the polygon sphere.
Select all the meshes in the scene and go to Display->Custom Polygon Display [].
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Turn the Backface Culling option to ON.
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and click Apply.
If any meshes in the scene appear inside-out (normals facing the wrong direction) select the polygon mesh that appears bad and go to the menu Edit Polygons -> Normals -> Reverse
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Go to the Edit Menu -> Select All by Type -> Geometry.
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Go to the Edit Menu and select Freeze Transforms.
Go to the Edit Menu and select Center Pivots.
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For any models that could animate in the Anark presentation around a specific axis or pivot point, the mesh's pivot points will be adjusted individually. For this demonstration, the beard trimmer on this model will rotate animate up.
Select the mesh that you wish to adjust the pivot point.
Press the "Insert" key on your keyboard and move the pivot point to the desired location.
Go to the Edit Menu -> Select All by Type -> Geometry.
In the Command Line, enter resetAMXPivots(); and press return.
If you receive an error stating the command is not found, you may need to "source the mel script. To source the script, bring up the MEL script editor and choose Source Script... from the File menu.
Browse to the ResetPivots.mel script and open the script.
Go to Edit Menu -> Delete All by Type -> History.
Go to the File Menu -> Export All...
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The Export Selection menu item is not functional at this time.
Choolse AMX from the Files of Type pulldown.
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Enter a Name and click Export.
Import the Model into Anark
Your model is now Exported. It抯 time to get it into Anark.
From Anark Studio, Select 揑mport Resource� from the File Menu.
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Browse to your model and import the model The model is now listed in the Library Palette
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Click and drag your model onto the desired layer in the Timeline palette.
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The model will now be a good useable scale in the presentation window.
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If any meshes had their pivot points adjusted during the export process, ensure that any models rotate along the correct axis.
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