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How To Export Spore Creatures to Maya using patch 5 cheat  XML
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nogoodnames


Civilized Sporeon

Joined: 11/18/2008 01:47:10
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My dad worked as a programmer on Maya. Now if only he had a license outside of work.


scozdawg


Multicellular

Joined: 07/03/2009 05:16:56
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Eochaid1701: Here's a Collada for you to try:
Mediafire Linky


^ My Adventures, click the screens to go to Sporepedia entry
Eochaid1701


GalacticGod

Joined: 09/15/2008 12:39:22
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Thanks! It's a Collada 1.4.1, not 1.5. I can say that beyond a shadow of a doubt.
EDIT 2: I also got only the rig.
EDIT 3: Changing the version number to 1.4 in a text editor made it say "Import Successful" but did not actually succeed - I just ended up with the starting cube again (note: I'm using 2.49 for this)

This message was edited 3 times. Last update was at 07/23/2009 05:33:35



BB never loses an argument, in the same way that a ten-year-old never loses at CoD because he shuts off the Xbox when things go badly.
cavalier639 wrote: I view Eochaid as a bearded wyvern with a backpack full of grammar books and other odds and ends.
MaxisChecker


Developer

Joined: 04/14/2009 17:56:01
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Inside yer creatures.

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Eochaid1701 wrote:Thanks! It's a Collada 1.4.1, not 1.5. I can say that beyond a shadow of a doubt.
EDIT 2: I also got only the rig.


Yeah, Dan wasn't able to find a Blender importer that would work when he was getting the exporter cheat working. The good news is that there's a Google Summer of Code project that got accepted to improve Blender's Collada support, so hopefully that will help out the situation:

http://socghop.appspot.com/org/home/google/gsoc2009/blender

Chris

Eochaid1701


GalacticGod

Joined: 09/15/2008 12:39:22
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Thanks, Chris. Right now, I'm trying to see if tweaking the version number in a text editor will help things.

continuing edits from before: "1.4.0" gives an error message and rig only. "1.3.1" didn't work, either.

This message was edited 2 times. Last update was at 07/23/2009 05:39:01



BB never loses an argument, in the same way that a ten-year-old never loses at CoD because he shuts off the Xbox when things go badly.
cavalier639 wrote: I view Eochaid as a bearded wyvern with a backpack full of grammar books and other odds and ends.
scozdawg


Multicellular

Joined: 07/03/2009 05:16:56
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Well, I'm happy with just the model. Out of the rig, the materials and the model the model would be the one which takes the longest to recreate.

Although, if I get desperate there is a Maya 30 day trial...


^ My Adventures, click the screens to go to Sporepedia entry
MaxisEditorDan


Microbe

Joined: 09/18/2008 03:23:11
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scozdawg wrote:Well, I'm happy with just the model. Out of the rig, the materials and the model the model would be the one which takes the longest to recreate.

Although, if I get desperate there is a Maya 30 day trial...

Yep - I tried and tried to get Blender to import the files but unfortunately their Collada support wasn't up to par. Stay tuned though, I believe there will be some Collada announcements at Siggraph in early August, including (hopefully) some updated Blender support. When that happens I'll be sure to make another forum post explaining how to import creatures into Blender.

http://www.khronos.org/news/events/detail/siggraph_2009_new_orleans/

-MaxisEditorDan

Eochaid1701


GalacticGod

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You can get teh mesh okay by using the .fbx converter here: http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=10775855
Convert the dae to fbx, then change the fbx to obj. From there go to File/import/Wavefront(.obj).

I know the other posters here know how to do that, but if someone else doesn't...


BB never loses an argument, in the same way that a ten-year-old never loses at CoD because he shuts off the Xbox when things go badly.
cavalier639 wrote: I view Eochaid as a bearded wyvern with a backpack full of grammar books and other odds and ends.
MaxisEditorDan


Microbe

Joined: 09/18/2008 03:23:11
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Eochaid1701 wrote:You can get teh mesh okay by using the .fbx converter here: http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=10775855
Convert the dae to fbx, then change the fbx to obj. From there go to File/import/Wavefront(.obj).

I know the other posters here know how to do that, but if someone else doesn't...

So do you have anything loading up? If so share some renders or animations on this thread! We're excited to see what you guys will do with it.

Eochaid1701


GalacticGod

Joined: 09/15/2008 12:39:22
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I have the mesh, but I don't seem to have the rigging. I don't remember how to get to it (my handy-dandy blender book is on a moving truck), but if scoz won't mind, I will post the .blend file I achieved.

It's here: FailixKing.blend

Doesn't look like the rig is there, and there's no textures. However, the UV maps are intact, so it's just a matter of putting the textures in a material and using the default UV layout.

This message was edited 2 times. Last update was at 07/23/2009 06:36:46



BB never loses an argument, in the same way that a ten-year-old never loses at CoD because he shuts off the Xbox when things go badly.
cavalier639 wrote: I view Eochaid as a bearded wyvern with a backpack full of grammar books and other odds and ends.
Eochaid1701


GalacticGod

Joined: 09/15/2008 12:39:22
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If you click the link now, the blend file you get is set up for the texture files in the same folder as the .blend file. Just drag and drop the textures, and you will see how I did it. Something's obviously not right just yet, because I doubt the creature's coat color is blender default gray, but it's a start.


BB never loses an argument, in the same way that a ten-year-old never loses at CoD because he shuts off the Xbox when things go badly.
cavalier639 wrote: I view Eochaid as a bearded wyvern with a backpack full of grammar books and other odds and ends.
scozdawg


Multicellular

Joined: 07/03/2009 05:16:56
Messages: 247
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Eochaid1701 wrote:If you click the link now, the blend file you get is set up for the texture files in the same folder as the .blend file. Just drag and drop the textures, and you will see how I did it. Something's obviously not right just yet, because I doubt the creature's coat color is blender default gray, but it's a start.


Glad you're having some success, I didn't notice the UV maps. No, the creature is yellow, it's pictured in the third thumb in my sig.


^ My Adventures, click the screens to go to Sporepedia entry
Dory01


Microbe

Joined: 09/13/2008 07:19:30
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Interesting, from the screenshots it seems that the export also means exporting the creature's texture as an image file... That means that, using an external image editing software, we can customize the skins to a greater degree with rendered creatures than within the creature creator. Awesome!

[WWW]
Xantiago


Microbe

Joined: 07/22/2009 21:55:11
Messages: 5
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I can import the file without problem into Maya, but the problem I have is that the textures aren't loaded in automatically like explained in the first post. (Only get the grey mesh)
Seiniyta


Multicellular

Joined: 09/24/2008 18:35:06
Messages: 286
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Xantiago wrote:I can import the file without problem into Maya, but the problem I have is that the textures aren't loaded in automatically like explained in the first post. (Only get the grey mesh)


That was me, stupid log-in >.<
 
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