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Where can I get a VRML plugin for Maya 6?

Export VRML97 - <a href="http://rawkee.sourceforge.net/" target="_blank">http://rawkee.sourceforge.net/</a>

According to a thread on highend3d:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->there is a program that can convert to vrml in the mayapath/bin /wrl2ma.exe

read the online help ...for more info.<!--QuoteEnd--></div><!--QuoteEEnd-->
There also seems to be a VRML export plugin downloadable from A/W's site (according to threads on he3d).
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

Should have been a bit more specific, sorry. I meant one that can import. I know Maya already has an export plugin for this. But no import... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
Oh, also. If that approach doesn't work, email me the file ( nathankell@piratesahoy.net ) and I can convert it to OBJ/MTL or whatever you like.
 
Not sure this will help, but here are some links:

<a href="http://www.okino.com/conv/filefrmt_3dimport.htm" target="_blank">http://www.okino.com/conv/filefrmt_3dimport.htm</a>

<a href="http://www.okino.com/conv/pt4maya.htm" target="_blank">http://www.okino.com/conv/pt4maya.htm</a>

<a href="http://home.wanadoo.nl/laurens.lapre/lparser2.html" target="_blank">http://home.wanadoo.nl/laurens.lapre/lparser2.html</a>
 
Polytrans costs a darn sight more than most 3D /suites/ though, IIRC.
Neat stuff about LParser, that's one fun thing to play with I bet.
 
... Ah wait a sec...

Perhaps I should start over with this. I was under the impression that the gm models come with tags for things like sail position, lights, cannons, etc... Is that right? I would have thought gm - wrl - obj would lose those tags...

I'll check for myself a bit later anyway, time permitting...
 
Yes, they do. But they are not exported to WRL anyway, so you're not losing anything.
Same with OBJ export from the GM Viewer--no locators.

Problem is, the plugin for exporting from Maya works only with 4.5; otherwise I think the process is take an existing ship, export from the Tool, edit, reimport and choose 'get extra data' from the old GM.
Then recreate the locators via locator editing in the Tool.
(You may find it easier to make the locators in Maya to get them positioned right, and then read off the XYZ coords from Maya when adding in the tool, rather than guessing coords from within the tool where locators aren't displayed.).

If you have 4.5 handy, that'd be the best alternative; failing that, maybe you can save 6.0 scenes in 4.5 format and somebody with 4.5 can load and export with the plugin.

But if you're editing, rather than making a new ship, you should be able to clone the locators and extra data (whatever the extra data is, ships--unlike characters--need it) from the original, no worries (and then add/remove locators from that).
 
If you're talking about 'extra data' as the tool wants to read on vrml import, that would be the BSP tree (as you made me realize).
Locators can be written to a text file with the tool and from there copied back into the model at a later tiime.
 
Right, forgot exactly what it was called... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />

I wonder--is the BSP tree truly position specific, or does it just need to know what faces will be over what others. I.e. will you get bad results if you (slightly) edit geometry and keep the same BSP tree, even if you don't /add or remove/ any geometry...
 
By theory should only matter which faces are over which others. But with POTC models AFAIK *nothing at all* matters, as long as it's there, it can consist of a large number of zeroes and still will be fine. So copying it from any other model will most likely do.
Never got it really figured out how to create my own.
 
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