Hi,
I'm slowly working on a physics export feature from Maya to X3D using the RawKee X3D exporter ( http://rawkee.sourceforge.net ). I was wondering what tools are currently available for exporting Collada physics out of Maya to game engine formats? Or is this data something that normally goes directly from Maya as Collada into the physics engine of the game?
Thanks,
Aaron
X3D Physics Export from Maya
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Re: X3D Physics Export from Maya
You can use Maya 2 plugins: ColladaMaya and Nima, to author and export COLLADA physics from Maya. Both are developer by Feelingsoftware (see http://www.feelingsoftware.com)flickertail wrote:Hi,
I'm slowly working on a physics export feature from Maya to X3D using the RawKee X3D exporter (http://rawkee.sourceforge.net). I was wondering what tools are currently available for exporting Collada physics out of Maya to game engine formats? Or is this data something that normally goes directly from Maya as Collada into the physics engine of the game?
Thanks,
Aaron
Then use COLLADA-DOM to import the COLLADA .dae files (Bullet library sources provides import/export example using this library), or FCollada (or using your favorite xml parser).
For latest ColladaMaya plugins, COLLADA-DOM and Fcollada links, see:
https://collada.org/public_forum/viewtopic.php?t=228
What physics specification does RawKee use?
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RawKee Physics
Thanks for the info.
As for RawKee, it exports to the X3D file format. There is an X3D physics component proposal put by Yumetech.
http://www.xj3d.org/extensions/rigid_physics.html
I'm attempting to match up Maya's Rigid Body Physics implementaiton to this X3D specification proposal. If there are additional physics features that Collada plug-ins add to Maya, I'd like to be able to map as many of them to X3D export as I can.
I collaborate with an independent game company that is developing a Java3D-based game engine which uses X3D as its main content format and Maya as its main production tool. A long range goal is to develop a Maya-based level editor for their Cosmic game engine. Cosmic has its own custom physics engine written from the ground up in java.
See Cosmic Birdie:
http://www.imilabs.com/CosmicBirdie/
http://cosmic-game-engine.blogspot.com/
A bit about RawKee: http://images.autodesk.com/adsk/files/N ... eStudy.pdf
So right now I'm poking around a bit trying to learn more about physics implementations in Maya.
Any advice is appreciated.
Thanks,
Aaron
As for RawKee, it exports to the X3D file format. There is an X3D physics component proposal put by Yumetech.
http://www.xj3d.org/extensions/rigid_physics.html
I'm attempting to match up Maya's Rigid Body Physics implementaiton to this X3D specification proposal. If there are additional physics features that Collada plug-ins add to Maya, I'd like to be able to map as many of them to X3D export as I can.
I collaborate with an independent game company that is developing a Java3D-based game engine which uses X3D as its main content format and Maya as its main production tool. A long range goal is to develop a Maya-based level editor for their Cosmic game engine. Cosmic has its own custom physics engine written from the ground up in java.
See Cosmic Birdie:
http://www.imilabs.com/CosmicBirdie/
http://cosmic-game-engine.blogspot.com/
A bit about RawKee: http://images.autodesk.com/adsk/files/N ... eStudy.pdf
So right now I'm poking around a bit trying to learn more about physics implementations in Maya.
Any advice is appreciated.
Thanks,
Aaron