MAYA GAMES TRANSLATORS

VERSION 4

MAYA GAMES TRANSLATORS
© 2001,

Alias|Wavefront, a division of Silicon Graphics Limited. Printed in U S A. All rights reserved. Maya 4 Documentation Team: Steven Brooks, Susan-Belle Ferguson, Lisa Ford, Claude Macri, Susan Park, Diane Ramey, and Linda Rose. Alias is a registered trademark and Alias|Wavefront, the Alias|Wavefront logo, Conductors, Dispatcher, Trax, Wavefront IPR, VizPaint2D, and ZaP!iT are trademarks of Alias|Wavefront, a division of Silicon Graphics Limited. Maya is a registered trademark and Maya Artisan, Maya Builder, Maya Cloth, Maya Complete, Maya Fur, Maya F/X, Maya Invigorator, Maya Invigorator Lite Edition, Maya Live, Maya Paint Effects, Maya Real Time SDK,and Maya Unlimited are trademarks of Silicon Graphics, Inc., used exclusively by Alias|Wavefront, a division of Silicon Graphics Limited. IRIX and Silicon Graphics are registered trademarks and SGI is a trademark of Silicon Graphics, Inc. Wacom is a trademark of Wacom Co., Ltd. NVidia is a registered trademark and Gforce is a trademark of NVidia Corporation. Inferno and Flame are registered trademarks of Discreet Logic Inc. Linux is a registered trademark of Linus Torvalds. Red Hat is a registered trademark of Red Hat, Inc. Microsoft, Windows NT, and Windows 2000 are trademarks of Microsoft Corporation in the United States and/or other countries. UNIX is a registered trademark, licensed exclusively through X/Open Company, Ltd. All other product names mentioned are trademarks or registered trademarks of their respective owners. Graph Layout Toolkit, ©1992-1996 Tom Sawyer Software, Berkeley, California. All Rights Reserved. This document contains proprietary and confidential information of Alias|Wavefront, a division of Silicon Graphics Limited, and is protected by Federal copyright law. The contents of this document may not be disclosed to third parties, translated, copied, or duplicated in any form, in whole or in part, or by any means, electronic, mechanical, photocopying, recording or otherwise, without the express written permission of Alias|Wavefront, a division of Silicon Graphics Limited. The information contained in this document is subject to change without notice. Neither Alias|Wavefront, a division of Silicon Graphics Limited, its affiliates, nor their directors, officers, employees, or agents are responsible for punitive or multiple damages or lost profits or other special, direct, indirect, incidental, or consequential damages including any damages resulting from loss of business arising out of or resulting from the use of this material, or for technical or editorial omissions made in this document.

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CONTENTS
MAYA GAMES TRANSLATORS
1 INTRODUCTION TO MAYA GAMES TRANSLATORS
Games Translators Customizing and rebuilding translators 1 1 2 5 5 6 7 7 8 8 9 10 11 12 12 12 13 14 14 15 16 17 17 17 18 18 19 19 20 21 21 22 22

2

INSTALLING TRANSLATORS
Platforms Loading translators

3

VRML2 TRANSLATOR
VRML2 Features Installing the VRML2 translator VRML2 Translator options VRML2 Output Options Animation Options Export Options Texture Options Setting VRML2 properties in Maya VRML2 Plug-ins Linking Objects to Web Addresses with VRML2Link Creating preset VRML Viewpoints vrml2TagsWin attribute descriptions VRML2 importing (wrl2ma) Using wrl2ma

4

RTG UTILITY AND FILE FORMAT
RTG Features Installing the RTG translator RTG translator options RTG Output Options Animation Options Export Options Texture Options

5

GAME EXCHANGE 2 TRANSLATOR
GE2 Features Installing the GE2 translator GE2 translator options

MAYA GAMES TRANSLATORS 3

CONTENTS

GE2 Output Options Animation Options Export Options Texture Options Other Options

22 22 23 24 25 27

6

MDT API
How to incorporate functions/ideas Using the MDt library Using the MDt API Structure of the internal database Animation Minimal Program example Basic Program example

27 28 28 29 31 31 31

MAYA GAMES TRANSLATORS 4

VRML2.0 which means the need to use the MDT layer has reduced. The Dt functions are meant to ease the reuse of source code between the translators and different platforms and to provide example API source code. Running a translator involves two processes: • • Loading the translator from the Plug-in Manager window. The game translators. are written with an API interface layer (MDtApi). RTG and GE2.1 INTRODUCTION TO MAYA GAMES TRANSLATORS This documentation provides information on how to use the Maya game translators. Maya game translators are provided for licensed Alias|Wavefront customers. The game translators are File Translator plug-ins accessed from the File > Export All or File > Export Selection menu items. we would like to encourage you to use Maya’s API directly. Important note For Maya 4. Starting the translation from either the File > Export All or File > Export Selection menu items or from within a MEL script. The source code for the translators as well as the MDtApi is provided so that the supplied translators can be modified for site-specific customizations.0. Games Translators The Maya games translators include VRML2 RTG and GE2. MDtApi does not replace the Maya API in any form. Several new functions have been added to API since the MDT layer was created for Maya 1. using the commands: file -rename output_filename file -exportAll or file -exportSelected MAYA GAMES TRANSLATORS 1 . The source code has also been moved to: devkit/obsolete/games. The MDtApi functions are implemented using the Maya API.

verbose activity reporting Texture Options-including shader evaluation parameters Translator-specific options are described for each translator. The first set of options deals with the setup of the internal database. the level of requested animation Export Options . you need to have a C++ compiler.1 NT: NT Microsoft VC++ 6. tessellation parameters. and the second with the actual options for the translator that you are going to run. Maya contains Makefiles for SGI and MS IDE project files that can be used to rebuild the translators.0 2 For both SGI and NT platforms you can recompile the translator by creating a local work area and populate it with the following directory tree: MDt/MDtApi MDt/include MDt/lib MDt/vrml2Export MDt/rtgExport MDt/ge2Export 3 Copy the respective directories from $MAYA_LOCATION/devkit/obsolete/games. MAYA GAMES TRANSLATORS 2 . Running the translator using the information from the data base.including hierarchy information. such as: SGI: SGI C++ 7. To recompile the translators: 1 Before you begin. This database can be considered as a grouping mechanism. The common options for the internal data base include: Animation options .including frame ranges.INTRODUCTION TO MAYA GAMES TRANSLATORS | 1 Translator processing has two basic stages internally: • Creating an internal database of information that allows for relatively easy access to the Maya scene information. This process divides into separate options that you need to define. • Customizing and rebuilding translators The following shows you how to recompile and/or rebuild translators.3. Note You may have to edit the Makefiles and customize the project files for specific Maya installation areas.

SGI: The libMDtApi. but for the moment it is easier to create a static library for updates and changes to the translators.a will be copied to the lib directory and referenced from there. Else the changes will not be seen. To build the necessary translators: 1 Copy the translator plug-in file to the user’s Maya work area into the plug-ins directory. Compile the new version of the plug-in.INTRODUCTION TO MAYA GAMES TRANSLATORS | 1 4 Build the MDtApi library first. Note Replacing a plug-in without first unloading it will cause Maya to crash on SGI.lib is found in the Release subdirectory and is referenced from there. source it again so that the changes are updated within Maya. This creates a static library used for the other translators. 2 3 4 5 6 7 Unload the current version of the plug-in from Plug-in Manager. Reload the plug-in from Plug-in Manager. MAYA GAMES TRANSLATORS 3 . There should be a work area with a directory structure such as: $HOME/maya/prefs $HOME/maya/projects $HOME/maya/plug-ins $HOME/maya/scripts Note If the plug-ins or scripts directories are not present they should be created by the user. Run the translator. and the MEL option script into the scripts directory. If the MEL option script has been modified. Place the new translator plug into the plug-ins directory. It is possible to create this as a DSO (SGI) or DLL (NT). NT: The libMDtApi. and will fail to copy the new version of the plug-in on NT.

INTRODUCTION TO MAYA GAMES TRANSLATORS | 1 MAYA GAMES TRANSLATORS 4 .

2 Platforms INSTALLING TRANSLATORS The direct translators for games are installed as a standard part of the Maya software under devkit/games.so (SGI) or . The translator binary images .0\devkit\obsolete\games\ These include the following directories: • • • • • MDtApi include vrml2Export rtgExport ge2Export MAYA GAMES TRANSLATORS 5 . If this is not the case. Note In the following directory locations it is assumed that for NT Maya is installed on drive C:. If the source code is necessary.0\bin\plug-ins\ The MEL script files used for user options are in: SGI: /usr/aw/maya/scripts/others/ NT: c:\aw\Maya4. The game translator directory structure is described in the following depending on which platform Maya is running. the binary plug-in and the MEL option files should be all that is needed.0\scripts\others\ To run the translators. change the “c:” references to the drive where it is installed. it can be found under the devkit directory tree: SGI: /usr/aw/maya/devkit/obsolete/games/ NT: c:\aw\Maya4.mll (NT) files are in: SGI: /usr/aw/maya/bin/plug-ins/ NT: c:\aw\Maya4.

To load a plug-in: 1 2 Choose Window > Settings Preferences > Plug-in Manager to open the Plug-in Manager window and display the list of all known plug-ins. These settings determine what data Maya gives to the translator. Loading translators After you add the games plug-ins to the list of plug-ins. Click the Export All button when done.INSTALLING TRANSLATORS | 2 Note You must create the lib directory yourself.Ë to open the Export All Options window. To select and edit a translator: 1 2 3 4 Choose File > Export All . The lib is not included by default. Set the translation properties in the window. Select the translator you need from the File Type pop-up menu. If you only toggle on the auto load. Find the plug-in you need and click the loaded button to load the plug-in. MAYA GAMES TRANSLATORS 6 . you still need to load the plug-ins to use them. you must restart Maya to load the plug-in.

3 VRML2 TRANSLATOR The VRML2 translator lets you export Maya scene files into VRML2 format. Attributes The following dynamic attributes can be defined and used with this translator. VRML2 Features The following lists vmrl2 Outputs. and Limitations. NURBS surfaces are tessellated to polygons and then output. Files. • • • userAnimated boolean: On = force vertex animation processing VRML2Primitive: long.tessellated into either triangles or quads hierarchy structure if wanted VRML2 primitives (if tagged) shader parameters textures . Note The VRML2 translator does not output all of the Maya feature set. cube/plane VRML2Billboard: long. Commands. camera facing/Y facing/Z facing MAYA GAMES TRANSLATORS 7 . This command. Attributes. vrml2Tags.SGI RGBA image format rigid TRS animation vertex animation Camera information Light information Commands There is a MEL command included in the VRML2 translator. let you define dynamic attributes onto objects that the translator queries and uses to define the output file. Outputs • • • • • • • • • • polygon geometry NURBS surfaces .

you may want to clean up the history of non-animated tweaks. • • • Installing the VRML2 translator You install the VRML2 translator plug-in using the Plug-in Manager. Select vrml2 from the File Type pop-up menu to access the VRML2 Options. Only SGI RGB/RGBA file textures are output. Vertex animation is based on the connection of the inMesh attribute. • Instanced geometry is output multiple times but doesn’t get reused. Microsoft’s VRML2 viewer does not support this format. For final results. so this will cause more geometry to be considered animated that may be. No checks are made for negative scales.mll (NT) vrml2TranslatorOpts.so (SGI) or vrml2Export. The translator assumes a scaling of [0-100] and divides down the Maya setting.mel Source code can be found in: devkit/obsolete/games/vrml2Export Limitations • • • The range for the light intensity in VRML2 is [0 to 1. You need to turn on Sample for Texture Options to get proper rotation of textures.0 due to the tesselation). To load the plug-ins: 1 2 Choose Window > Settings/Preferences > Plug-in Manager to display the list of all known plug-ins. This will mostly be for those objects that don’t have history and an inMesh connection. VRML2 defines scale to be greater than 0. Click the loaded button beside vrml2Export. Cosmoplayer does read the texture files on both SGI and NT systems. A check for dynamic attribute called userAnimated to force usage has been added. Use the Add Attribute command to add userAnimated as a boolean flag and then set it ON for those objects that you want to force the vertex animation to recognize and use. The wrl2ma stand-alone program allows you to convert a VRML2 file to Maya ASCII. You may have to set up the file associations on the NT platform to run Netscape instead of Explore if the auto launch feature is used on NT systems. VRML2 TRANSLATOR OPTIONS To select and edit a translator: 1 2 Choose File > Export All . animating NURBS surfaces will create a noticeable memory leak with Maya 1. There may be memory leaks in the translator. If you only toggle on the auto load.VRML2 TRANSLATOR | 3 VRML2 Translator options Files The files required for use of this plug-in are: • • vrml2Export.0]. Maya doesn’t have a limit.mll to load the plug-in.Ë to open the Export All Options window. This is because not all of the intermediate internal structures are deleted (for instance. MAYA GAMES TRANSLATORS 8 . you must restart Maya to load the plug-in.

If on. Navigation speed The value in this box is the VRML2 navigation speed setting.VRML2 TRANSLATOR | 3 VRML2 Translator options VRML2 Output Options Navigation toggles This is the VRML2 navigation list. Examine Fly Any None Options: Headlight This is the VRML2 headlight control option. Normals Opposite Textures Exports normals. the browser supports collision detection. the browser chooses the navigation mode that best suits the content and provides a user interface that lets you change the navigation mode dynamically.This option is off by default. such as Anchor nodes or scripts that include loadURL(). These settings control the initial set-up of the VRML browser (or viewer) when it opens the . If the Any navigation mode is selected. It is strongly recommended that Walk navigation defines the up vector in the Y direction and provides some form of terrain and gravity to produce a walking or driving experience.wrl file. the viewer casts light on the scene. This means that you can only navigate using mechanisms provided in the scene. Examine navigation is used to view individual objects and often includes (but does not require) the ability to spin around an object and move the viewer closer or further away. MAYA GAMES TRANSLATORS 9 . Fly navigation is similar to Walk navigation except that terrain and gravity can be disabled or ignored.This option is off by default. This option is on by default. This option is off by default. This option is on by default. A check mark displays if the option is on and the Export option you select will export to VRML2. Flips the direction of generated normals (not normally needed). When toggled on. you cannot change the navigation mode and the browser only uses the modes specified in the list. Walk Walk navigation is used to explore a virtual world on foot or in a vehicle that rests or hovers above the ground. This option is on by default. This option is off by default. This option is off by default.This option is on by default. None navigation disables and removes all browser-specific navigation user interface. Click to turn on the following items (a check mark displays) to suit your needs. Exports textures. If off. Float precision This is the number of digits used after the decimal point.Enter a new value and press Enter or drag the slider if you want to change the initial speed of the viewer. Export toggles Click to turn on the following options.

On NT. The file extension will still be . This option is off by default. This option is on by default. The Start value specifies the frame to start the output from (integer values). Reverses the winding for NURBS surfaces that are single. A system() call is made so the executable command should be found on the PATH statement. Runs the gzip program to compress the output file. This value defines the number of animated frames by which the animation is sampled between exported frames. the gzip. This option is off by default.wrl extension (NT).sided and have the Opposite toggle set to on. This option is off by default. Verbose Launch viewer Acquires feedback during the translation.wrl. This value specifies the VRML2 playback frame rate.VRML2 TRANSLATOR | 3 VRML2 Translator options Long Lines Allows long lines in output file.exe program should be located in the execution path. Animation Options Range Control options Loop Time Slider Enabled Start/End Step Frames per sec Enables the VRML2 option to loop the animation on playback. MAYA GAMES TRANSLATORS 10 . Compressed Reversed ColorPerVertex Texture path The textures are saved in the directory you specify in this box. Toggle off to break the VRML text file into short lines (each value on a separate line).This option is off by default. This option is off by default. The End value specifies the frame to end the output. toggle this off if you want to edit the output file with a text editor that does not handle lines longer than approximately 80 characters well (such as vi). Uses the start/end range from the time slider instead of from the settings in this window. Click to quickly disable any animation without resetting the ranges. This option is on by default. Append file name to script This option determines whether or not the output file name is appended to the end of the command line submitted. If toggled on. For instance. Run script when done Click the Browse button to select a script or enter the name of the script to run after the translation is complete. on completion of the translator Maya launches Netscape (SGI) or an associated program for files with the . Enables the output of color per vertex if it is available for objects being output.

Exports everything picked in the scene as well as any objects that are below them in the DAG tree. Animates transformation animation at each frame. This means that transformations and vertices use local space. A Flat hierarchy means one level of hierarchy. Exports everything picked in the scene (items lower in the DAG tree from the DAG nodes of picked objects are not included). This option is on by default. Hierarchy World Flat A World hierarchy tells the VRML 2 translator not to export hierarchy. This is the default Tessellation selection. This option is on by default. Selecting Flat means that transformations use world space and vertices use local space. There is no hierarchy/parenting information. This option is off by default. Animates light parameter animation. A Full hierarchy exports the full DAG tree hierarchy. This is the default Hierarchy selection. MAYA GAMES TRANSLATORS 11 . This is the default Export selection.This option is off by default. Tessellates NURBS surfaces into quads. Include Cameras Allows Camera information to be collected for the database.VRML2 TRANSLATOR | 3 VRML2 Translator options Animate Click to turn on the following options. Full hierarchy/ parenting information is available Full Export All Picked Active Exports all scene information (everything visible in the scene). (Note: This is a future option and is not currently implemented. Animates shader material parameter animation. This option is on by default. This option is on by default.) Export Options These options determine what elements you want to export. Keyframe using Anim Curves Output by Keyframes on Animation curves. Tesselation Tri Quad Tessellates NURBS surfaces into triangles. A check mark displays if the option is on and the option you select will animate. Vertices Transf Materials Lights Animates vertex animation at each frame (can be slow for NURBS geometry). This means that all vertices use world space.

This option is on by default. Texture Search path This is a list of directories to search for file textures if not found in the default list of directories obtained with workspace -q -rd . Texture Options Texture Options Evaluate Uses convertSolidTx to create image files for both file and procedural textures. If toggled off. MAYA GAMES TRANSLATORS 12 . SETTING VRML2 PROPERTIES IN MAYA VRML2 Plug-ins The vrml2Tags command lets you attach tags to objects that have no effect in Maya as dynamic Attributes. For file texture images.mel which is found in the scripts/other directory. Maya reads in the file textures as they are. toggle on to use a reference to the original file texture as defined in the texture node. UV Rotate is set to 0. and then the texture is processed. Sample Original Resolution settings Set the following X and Y texture resolution swatch sizes by entering a value and pressing Enter or dragging the slider. The result is that the checker image will be 2x2 (assuming the default 4 repeat).VRML2 TRANSLATOR | 3 Setting VRML2 properties in Maya Lights Allows Light information to be collected for the database. but will be added to the VRML2 file.0 internally. the UV repeats are set to 1 internally. and only converts the procedural textures. Specifies the Max X or Y swatch size used for all textures. The vrml2Tags command is a MEL script file vrml2Tags. X Tex Res/ Y Tex Res Max X Tex Res/ Max Y Tex Res Specifies the X or Y swatch size used for procedural textures. For instance. Uses the 2D texture placement transformation information to generate the file image for output. Debug Info Geo/Mat Cameras Lights Outputs a lot of information during the export process. Controls camera process information. the checker texture image consists of a checker board of 8x8 checkers. Controls light process information. File textures larger than the size specified here are rescaled to the maximum size when the texture is computed with the convertSolidTx command. Shape/ material information is output here. If Sample is off.

Type vrml2Tags in the Command Line. To link objects to web addresses: 1 2 3 Select the object or objects you want to link. Press the Add button at the bottom of the window. Linking Objects to Web Addresses with VRML2Link The Link and Message attributes lets you create. For example: http://www. verify. enter a Universal Resource Locator (URL). Execute the vrml2Tags MEL command to display the current VRML2 tags information.VRML2 TRANSLATOR | 3 Setting VRML2 properties in Maya To set VRML2 properties: 1 2 Select the objects you want to create with VRML2 attributes. 3 Change the settings of the vrml2 tags in this window and click the Add button. MAYA GAMES TRANSLATORS 13 . 4 In the vrml2 Link box. See the following for attribute descriptions and workflows.aw.sgi. Type vrml2Tags in the Command Line to run the vrml2Tags command. and DESCRIPTION is a description that will be displayed in the VRML browser when you point at the link. 4 These attributes are now available for further changes in the Extra Attributes section of the object’s Attribute Editor. The following window displays. or remove hypertext links. The attributes are now accessible from the selected object’s Attribute Editor’s Extra Attribute section.com You can also add a description of the destination using the form: URL*DESCRIPTION where URL is the destination. the * (asterisk) is a separator.

or view close-ups of objects). Do All selected checkBox This checkbox performs the Add/Update operation on the entire current selection list. None. Whatever you set in the vrmlTags window displays and becomes editable in the Extra Attributes section of the object’s Attribute Editor. X-Rotating. vrml2 Sensor pop-up menu The VRML2 sensor options include the standard VRML2 options. Box. and Visibility. Plane.sgi. a valid VRML2 camera name would be EntranceView. the current item in the selection list as shown at the top of the vrml2TagsWin window is used. and Elevation Grid. This is only useful if multiple objects are currently selected. For example: #EntranceView 3 vrml2TagsWin attribute descriptions The following describes the attributes in the vrml2TagsWin. None. Use a name that contains only valid VRML2 characters.VRML2 TRANSLATOR | 3 Setting VRML2 properties in Maya For example: http://www. type the name of the viewpoint this object will trigger. Creating preset VRML Viewpoints Viewpoints are predefined camera positions and views in a VRML world. Cone. vrml2 Collision pop-up menu The VRML2 collision options include the standard VRML2 options. Viewpoints help viewers navigate your VRML worlds (for example. Name the camera. For example. the objects become active VRML links. Proximity. MAYA GAMES TRANSLATORS 14 . vrml2 Billboard pop-up menu The VRML2 billBoard options include the standard VRML2 options. Sphere. If it is not toggled on. Sphere. vrml2 primitive pop-up menu The VRML2 primitive options include the standard VRML2 options. and Screen Aligned. Y-Rotating. None. To create VRML viewpoints: 1 2 Create a new camera. allowing them to return to an entrance point.aw. On the URL in the vrml2 Link field. None and Object. preceded by #.com*Alias|Wavefront Web Page 5 When you output the scene using File > Export All. Cylinder. This means do not use dashes or [] {}. Touch. Cylinder.

the Add operation creates the dynamic attributes on the objects and uses the default settings. See Do All selected checkBox and Add and Update checkBox options for details. The buttons from left to right are first object. MAYA GAMES TRANSLATORS 15 . This is only useful if multiple objects are currently selected. When toggled on. VRML2 IMPORTING (WRL2MA) UNIX— wrl2ma Windows—wrl2ma. Close button Click this button to close the VRML2 tags window.VRML2 TRANSLATOR | 3 VRML2 importing (wrl2ma) Add and Update checkBox This checkbox combines the add and update functions at the same time. previous object. When toggled off. Selection stepping controls The four stepping control buttons let you select which item to use for the individual object of interest. The current object of interest is listed in the first line of the vrml2Tags window. See Do All selected checkBox and Add and Update checkBox options for details. Add button Click this button to create default dynamic attributes on the objects in the current selection list. and last object. Delete button Click this button to delete the VRML2 dynamic attributes on the objects in the current selection list. next object. the currently displayed settings are used to assign to the attributes.exe The conversion includes: • • • • • • geometry normals texture coordinates color per vertex shader parameters (Lambert and Phong) texture file references (in-line textures are not supported) Note Animation is not supported with this version.

and also specify the extensions you want. The command provides the following options: Options -h -i <inputFile> -o <outputFile> -m -v -d What it does Prints the help file Specifies the input file to convert Specifies the output file to save to Assume input file was output by Maya Prints verbose messages Uses a debugging aid to see how the libvrml97 scene parser parses the original VRML file. For example.ma file.VRML2 TRANSLATOR | 3 VRML2 importing (wrl2ma) Using wrl2ma To use wrl2ma: Specify the input .wrl -o Porsc911.ma This example converts the VRML file Porsc911.0 ASCII file named Porsc911.ma.wrl to a Maya 4. type something similar to the following in a shell: wrl2ma -i Porsc911. on UNIX or in Windows. MAYA GAMES TRANSLATORS 16 .wrl file and the output .

4 RTG Features RTG UTILITY AND FILE FORMAT The RTG translator provides a method to output the Maya scene information generically.tessellated into either triangles or quads hierarchy structure if wanted shader parameters textures .so (SGI) or rtgExport. The source code is included so that site-specific changes or customizations can be done. Files The files required for use of this plug-in are: • • rtgExport.mel Source code can be found in: devkit/obsolete/games/rtgExport Installing the RTG translator You install the RTG translator plug-in using the Plug-in Manager. Attributes There are no specific Maya attributes queried in the RTG translator. Outputs • • • • • • polygon geometry NURBS surfaces . The following lists RTG Outputs and Files. MAYA GAMES TRANSLATORS 17 .mll (NT) rtgTranslatorOpts.SGI RGBA image format rigid TRS animation Commands There are no MEL commands included with the RTG translator.

Outputs shading group Material properties. translucence. RTG TRANSLATOR OPTIONS To select and edit a translator: 1 2 Choose File > Export All . Outputs the transformation angle in degrees instead of radians. specular color. bump.8 output formats. Outputs Vertex Colors. Reverses the winding for NURBS surfaces that are single. If you only toggle on the auto load. cosinePower etc. A check mark displays if the option is on and the option you select will be enabled during output. V1. you must restart Maya to load the plug-in. Select rtg from the File Type pop-up menu to access the RTG Options. Outputs UV coordinates.mll to load the plug-in. Verbose Reversed Acquires feedback during the translation. Decomposes the transformation matrix into components of T/R/S.sided and have the Opposite toggle set to on.RTG UTILITY AND FILE FORMAT | 4 RTG translator options To load the plug-ins: 1 2 Choose Window > Settings/Preferences > Plug-in Manager to display the list of all known plug-ins.Ë to open the Export All Options window. Click the loaded button beside rtgExport. Outputs index counters at the beginning of each list entry. This option should be toggled on by default. This option is off by default.8 Compatible V Normals P Normals V Colors UV Coords indexCnt Degrees Materials MultiTexture Enables some of the PA RTG 1. Outputs separate texture images for those material properties that are texture mapped. including: diffuse. format Unix/DOS Click one of these options to determine whether the output ASCII files are written in Unix <lf> or DOS <cr><lf> format Format toggles Click to turn on the following options. A check mark displays if the option is on and the format option you select will output to rtg. RTG Output Options Base options toggles Click to turn on the following options. MDecomp MAYA GAMES TRANSLATORS 18 . Outputs Vertex Normals. Outputs Polygon Normals.

Selecting Flat means that transformations use world space and vertices use local space.RTG UTILITY AND FILE FORMAT | 4 RTG translator options Pivots Transforms Local Xform Animation All Nodes Outputs pivot information. This is the default Export selection. This means that all vertices use world space. Exports everything picked in the scene (items lower in the DAG tree from the DAG nodes of picked objects are not included). mostly for skeletons/ joints. Export All Picked Active Exports all scene information (everything visible in the scene). The Start value specifies the frame to start the output from (integer values). Forces all nodes to output animation. Hierarchy World Flat A World hierarchy tells the RTG translator not to export hierarchy. Animation Options Range Control options Time Slider Enabled Start/End Step Uses the start/end range from the time slider instead of the settings in this window. Outputs T/R/S animation. Outputs transformation information. Exports everything picked in the scene as well as any objects that are below them in the DAG tree. There is no hierarchy/parenting information. This value defines the number of animated frames by which the animation is sampled between exported frames. The End value specifies the frame to end the output. Full hierarchy/ parenting information is also available. Full Joints Allows NULL chains to be output for hierarchy information. Outputs the local transformation matrix [4x4]. Click to quickly disable any animation without resetting the ranges. Export Options These options determine what elements you want to export. A Flat hierarchy means one level of hierarchy. This is the default Hierarchy selection. A Full hierarchy exports the full DAG tree hierarchy. This means that transformations and vertices use local space. MAYA GAMES TRANSLATORS 19 .

Uses the 2D texture placement transformation information to generate the file image for output. Texture Options Texture Options Evaluate Uses convertSolidTx to create image files for both file and procedural textures. MAYA GAMES TRANSLATORS 20 . X Tex Res/ Y Tex Res Max X Tex Res/ Max Y Tex Res Specifies the X or Y swatch size used for procedural textures. This option is on by default. For instance. Debug Info Geo/Mat Cameras Lights Outputs a lot of information during the export process. the checker texture image consists of a checker board of 8x8 checkers. Texture Search path This is a list of directories to search for file textures if not found in the default list of directories obtained with workspace -q -rd . and only converts the procedural textures. Include Cameras Lights Allows Camera information to be collected for the database. Allows Light information to be collected for the database. If Sample is off. the UV repeats are set to 1 internally. and then the texture is processed. Specifies the Max X or Y swatch size used for all textures.RTG UTILITY AND FILE FORMAT | 4 RTG translator options Tessellation Tri Quad Tessellates NURBS surfaces into triangles. The result is that the checker image will be 2x2 (assuming the default 4 repeat). This is the default Tessellation selection. Maya reads in the file textures as they are. UV Rotate is set to 0. This option is on by default. Controls camera process information.0 internally. Shape/ material information is output here. If toggled off. If the size of file texture images is larger than the maximum specified here. Sample Resolution settings Set the following X and Y texture resolution swatch sizes by entering a value and pressing Enter or dragging the slider. Tessellates NURBS surfaces into quads. then the file textures will be scaled down to this maximum setting when the convertSolidTx command is processed. Controls light process information.

Alias wirefile. These can be edited and queried just as any other attributes.5 GE2 Features • • • • • • • GAME EXCHANGE 2 TRANSLATOR The GE2 translator lets you export Maya scene files into GE2 format. The following lists GE2 Outputs and Files.mel ge2tags. Attributes The ge2tags script assigns extra attributes to shaders to correspond with ge2 Material attributes.mel ge2MatAttr. Outputs polygon geometry NURBS surfaces .mel MAYA GAMES TRANSLATORS 21 . png. easy-to-manage format. This command adds a set of extra attributes to all Maya shaders. bmp. ppm.mll (NT) ge2TranslatorOpts. and directs the Attribute Editor to display the new attributes in a tabbed.mel AElambertGe2Revision. and tif TRS animation vertex animation Commands Use the ge2tags script to assign ge2 properties to Maya shaders.so (SGI) or ge2Export.tessellated into either triangles or quads hierarchy structure if wanted shader parameters textures . Files The files required for use of this plug-in are: • • • • • ge2Export.possible formats are: SGI RGBA.

Click the loaded or auto load toggle to load the ge2Export. GE2 Output Options Domain Options Click to turn on the options. Vertices exports vertex animation. To load the plug-ins: 1 2 Choose Window > Settings/Preferences > Plug-in Manager to display the list of all known plug-ins. Start/End Step The Start value specifies the frame to start the output from (integer values). This value defines the number of animated frames by which the animation is sampled between exported frames. The checked domains will be filled with the material attributes. Lights animates the lights in the scene. Vertices Transforms Lights Camera If on. The Step option is only available when the Keyframe using Anim Curves option is toggled off. Transforms exports TRS animation. If on. Animation Options Enable Animation Click to quickly disable any animation without resetting the ranges.GAME EXCHANGE 2 TRANSLATOR | 5 GE2 translator options • Source code can be found in: devkit/obsolete/games/ge2Export Installing the GE2 translator You install the vrml translator plug-in using the Plug-in Manager. If on. GE2 TRANSLATOR OPTIONS To select and edit a translator: 1 2 Choose File > Export All . Animate options Click to turn the following options on or off. Camera animates the camera in the scene.Ë to open the Export All Options window. Select ge2 from the File Type pop-up menu to access the GE2 Options. The End value specifies the frame to end the output. MAYA GAMES TRANSLATORS 22 .ml plug-in. If on. Keyframe using options Click to turn the following options on or off. A check mark displays if the option is on and the option you select will be enabled during output.

GAME EXCHANGE 2 TRANSLATOR | 5 GE2 translator options Anim Curves If on. A Full hierarchy exports the full DAG tree hierarchy. Absolute generates absolute vertex displacement. Tessellates NURBS surfaces into quads. A Flat hierarchy means one level of hierarchy. Full Export All Selected Active Exports all scene information (everything visible in the scene). When on. You must select Sampling in the Keyframe Using section to enable this option. Step is set to 1 and disabled to ensure keyframes will fall on exported frames. Frames are sampled at the given rate and exported as keyframes if geometry does not meet tolerance requirements. MAYA GAMES TRANSLATORS 23 . There is no hierarchy/parenting information. Selecting Flat means that transformations use world space and vertices use local space. • • Relative to Current Frame specifies relative vertex displacements. Step is enabled and you can change the default value. This is the default Hierarchy selection. Tessellation Tri Quad Tessellates NURBS surfaces into triangles. This means that all vertices use world space. Full hierarchy/ parenting information is exported. This value represents the sample rate for adaptive sampling. This is the default Tessellation selection. This means that transformations and vertices use local space. Hierarchy World Flat A World hierarchy tells the GE2 translator not to export hierarchy. Exports everything picked in the scene (items lower in the DAG tree from the DAG nodes of picked objects are not included). If off. Maya adaptively samples the animation. Anim Curves extracts keyframes from the AnimCurves on the shapes. Export Options These options determine what elements you want to export and how to export them. Sample By and Tolerance are enabled. Exports everything picked in the scene as well as any objects that are below them in the DAG tree. If this option is selected. You must select Sampling in the Keyframe Using section to enable this option. Sampling Sample By Tolerance Animation Displacement options These options are only enabled if you select Vertices in the Animate section. This value determines whether sampled frames are exported as keys. If this option is selected. This is the default Export selection.

X Tex Res/ Y Tex Res Max X Tex Res/ Max Y Tex Res Specifies the X or Y swatch size used for procedural textures. The result is that the checker image will be 2x2 (assuming the default 4 repeat).GAME EXCHANGE 2 TRANSLATOR | 5 GE2 translator options Export If these options are on. This option is off by default. Resolution settings Set the following X and Y texture resolution swatch sizes by entering a value and pressing Enter or dragging the slider. and then the texture is processed. Texture Options Texture Options Uses convertSolidTx to create image files for both file and procedural textures. Default winding is counter-clockwise. Reverse winding Flip Normals If on. and normals. Specifies the Max X or Y swatch size used for all textures. UV Rotate is set to 0. Maya exports information for lights. If the size of file texture images is larger than the maximum specified here. and only converts the procedural textures. For instance. Use 2d and 3d texture placement Uses the 2D texture placement transformation information to generate the file image for output. and only converts the procedural textures. If toggled off. MAYA GAMES TRANSLATORS 24 . cameras. Maya enables reverse winding on polygons. geometry. Use convertSolidTx on file textures Use original file textures This is a future option and is not currently implemented. all the Export options are on). the UV repeats are set to 1 internally. (by default. Maya reads in the file textures as they are.0 internally. If off. If on. If on. the checker texture image consists of a checker board of 8x8 checkers. then the file textures will be scaled down to this maximum setting when the convertSolidTx command is processed. both procedural and file textures are converted. Export options The following options are off by default. Texture Search path This is a list of directories to search for file textures if not found in the default list of directories obtained with workspace -q -rd. If off. Maya reverses the direction of normals. textures. Maya reads in the file textures as they are.

This option is on by default. MAYA GAMES TRANSLATORS 25 . A lot of information is generated during this process. Debug Output The following options are off by default.GAME EXCHANGE 2 TRANSLATOR | 5 GE2 translator options Other Options Float precision Select a menu item to print out floats with the number of decimal places you choose. Maya outputs information about lights is during the export process. Format Output Tabs Comments If on.gaf file) will be appended to the script you specify in Run script when done before invoking. If on.). If on. output is commented (numbered indices. If on. the appropriate file (. Cameras Lights Run script when done Specify a script (and command line options) to be run after export to convert ge2 files to another file format or otherwise post-process the files. Maya outputs information about cameras during the export process.grp or . Append file name to script If on. etc. This option is off by default. Maya outputs information pertaining to geometry and anything attached to geometry (including materials) during the export process. Geometry If on. output is tabbed for readability.

GAME EXCHANGE 2 TRANSLATOR | 5 GE2 translator options MAYA GAMES TRANSLATORS 26 .

cpp MDtMaterial. MDt Api functions work by using the Maya API. How to incorporate functions/ideas The MDt Api compiles into a static library which the translators can be linked with. Provide an additional source of Maya API examples. Its main purposes are: To enable reuse of common code in multiple translators. The MDt API is an implementation of the GAME EXPORT toolkit for Maya.cpp MDtCamera. material properties miscellaneous control functions/startup/cleanup light parameters camera parameters MAYA GAMES TRANSLATORS 27 . Several new functions have been added to API since the MDT layer was created for Maya 1. generating texture images. Note The MDt Api DOES NOT replace the Maya API. The source code has also been moved to: devkit/obsolete/games.0. Provide a level of grouping information obtained from the Maya API.cpp MDtLayer. normals. we would like to encourage you to use Maya’s API directly.cpp MDtLight.cpp geometry grouping (vertices. colors.0 which means the need to use the MDT layer has reduced. tessellation) shaders. It is a wrapper layer around the Maya API. The files that make up the MDt Api library are: MDtShape.6 • • • • MDT API Important note For Maya 4. Ease conversion of PA game translators over to Maya.

cpp iffwriter. Those that are static and found to be used repeatedly are cached. access to original Maya objects so that the Maya API can be used with them. MAYA GAMES TRANSLATORS 28 . Tip It is not recommended that you start with the Maya API and add in the MDt functions. and then use the knowledge gained to refine/customize the translator. For example. using the Maya API directly may better suit your needs. Using the MDt API The MDt API is an example of how to use the Maya API. It is a combination of Maya API functions and executing MEL commands to get access to the data. Using the MDt library The MDt library works by walking through the DAG structure of the scene and creating internal data tables that are then referenced by the MDt functions. Start with MDt functions and then use Maya API to obtain information that is not cached in the MDt data tables. It is not the only method of obtaining Maya scene information from Maya.MDT API | 6 MDtCnetwork. It is grown and functions are added when deemed that something is of common interest to multiple uses. References to the original Maya objects are stored (temporarily) so they can be referenced to get additional data without having to walk the DAG tree again. Once the data tables are created. It can be thought of as a higher level grouping function of common routines. If it takes too much time to generate the internal data tables.h MDtExt.h main header file for MDtApi extension functions for MDtApi.cpp class to read iff files class to write iff files MDt. MDt API is not meant to replace Maya API in any way. but the API allows for the original Maya Object to be referenced to obtain additional data that is needed. the translator is then able to access the tables and output the data in whatever format it needs to.cpp not used currently iffreader. not all of the Shader attributes are cached in the database. This process can take a bit of time for large files or NURBS surfaces. The MDt functions can be used to quickstart or prototype a translator. Where to find API function documentation The documentation for the MDt API is integrated into the source files themselves where possible.

The scanning of the DAG tree and populating the internal database takes time. or all of the transformations are flattened out. The information gathered for the database consists of: Shapes. and geometry is associated with all of them. This usually only occurs when the hierarchy is set to FULL. The VRML2.h. It is possible to add additional control flags to the source code and also modify the MEL option scripts to set/reset the options. Each “shape” has an associated number of parameters. The approach used for the VRML2 and other MDt based translators was to reduce the amount of work that had to be redone for each translator. The source code is also supplied so that additional options can be added for local customizations. They could also be implemented as normal Maya MPxCommand plugins. in the variable matrix MAYA GAMES TRANSLATORS 29 . It is possible to write faster translators using the Maya API functions directly. Shapes Shapes are the basic transformation/joint/polygonal/NURBS geometry objects. DtShapeGetMatrix(idx. Textures. and to reuse what was possible from pre-existing translators.returns the transformation matrix for shape idx. Some API functions that operate using the Shape index are: • • DtShapeGetCount() . Materials.cpp and the header file MDtExt. RTG. The translator Option MEL script file would then be modified to pass the values of the options to the translator itself. Groups. There is a lot of flexibility in the settings that can be set. *matrix) . and GE2 game translators have been implemented as “file translators”. and Cameras Controls These options are described in the sections for each of the games translators using the MDt API. no shader assignments).returns the number of shape nodes found. • • • Transformations Materials/Groups Parents Each shape also has an associated list of Groups. Lights. Structure of the internal database The database that is generated by the walking of the DAG tree is controlled by user options that are set/defined in the option box of the file translators. This would also then modify the MDt files that implement the particular area of interest for the option. If the shape is a pure transformation/joint node then the number of groups will be Zero (for instance. The options are implemented in the file MDtLayer.MDT API | 6 The two-stage process of generating the internal database and then running a translator with that data is a very general implementation.

cpp file implements these functions Camera Camera information is gathered and made available. that are defined by multiple shader assignments to it. and can be accessed by either “name” or ID number. This are found in the MDtLayer. For each shader that is found.cpp file implements these functions Utility There are some utility functions that allow for decomposing matrices. From the reference it is possible to use the Maya API directly to obtain the shader parameters of interest. only the color and transparency textures are evaluated and a combined rgba file image is generated in memory. The MDtShape. For polygonal objects there would be 1 group for each shader that is assigned to that object.cpp file implements these functions. For a NURB object there would be at most 1 group. Since the API functions don’t know when that memory is no longer used.MDT API | 6 In general it is faster to use the geometry from the ByShape based functions rather than those of the ByGroup family. The MDtCamera.cpp. a reference is stored for it. The MDtLights. The MDtMaterial. a reference is temporarily saved to access the light parameters of interest. this is part of the “MultiTexture” option. it is up to you to free it when done with the returned lists.cpp file implements these functions Lights Lights information is gathered and made available. Groups Groups are subsets of its Shape.cpp file along with the control options for the DAG walk processing MAYA GAMES TRANSLATORS 30 . a reference is temporarily saved to access the camera parameter of interest. Materials Materials are the shaders found in the DAG tree walk. In this case it is most likely to be a transformation node of some kind. It is possible to enable extra processing to output all or most of the textures mapped on a shader. If there are no shaders assigned to the polygonal object then the number of groups will be zero. The Shape functions are found in the source file MDtShape. The MDtMaterial.cpp file implements these functions. The ByGroup functions need to allocate memory to generate the lists that are returned. There isn’t a second copy of the data generated and passed by to the caller. Textures Textures are the textures mapped for the shaders. and other general functions. Similarly to Materials. By default. Similarly to the Materials.

There would normally be additional calls to customize the method of populating the internal database and actual calls to retrieve and output the data itself. // Initialize the internal database with a scene “name” DtExt_SceneInit( “basic” ). it is then accomplished with the DtFrameSet(frame ) call which sets the current frame time. This is just a sample.MDT API | 6 Animation Obtaining animation data out of the MDt functions is the same as getting the nonanimation data out. The transformation data is obtained by referencing the transformation object. this is mostly the geometry (vertices. Iterating over a range of animation. DtExt_CleanUp(). uvs) so the same function calls are reused to get the new frames geometry data. to last Shape ) get and save TRS data for shape next shape next frame Minimal Program example The bare minimum plug-in to use the MDt functions consist of: • • • initializing the internal database walking the Maya scene graph and populating the database freeing the internal database The following code snippet shows the functions that would need to be called. Currently. Maya automatically updates its dependency graph. See the following example: for ( animation = start. This data is not cached. #include <maya/MSimple.h> MAYA GAMES TRANSLATORS 31 . Basic Program example The following is a basic Dt based plug-in that queries the selected objects and outputs the name of the shape (mesh) and any “color” texture file names that are mapped to the shader. For each frame. to end ) for ( shape = 0. //Now we can setup the database from the wire file geometry DtExt_dbInit(). This snippet doesn’t actually output anything. DtFrameSet then updates the parameters that are wanted. normals. // Clean house. When the DAG tree is walked for generating the internal database. We recommend that you iterate over the animation range as few times as possible. the references that are saved are used to obtain the geometry/material information that is needed.

(when using // full hierarchy mode for ( int group=0.MDT API | 6 #include <MDt.h> DeclareSimpleCommand( basic.Example". char *mtlName. &shapeName ). shape++ ) { // Find the name of the current shape that we are looking at. check out what is assigned as the color texture // There may not be a texture associated with material.h> #include <MDtExt. shape < numShapes. DtShapeGetName( shape. a Joint or straight Transform node.0"). void outputFileNames() { char *shapeName. // Usual reason is #1. case // there would be no materials assigned: // 1) Joint or other Transform node // 2) user deleted all of the materials including the default shading group // 3) removed the connections between the mesh and the shading groups. // For each shape. char *texName. // For each group (material) check out to see if there is a file texture // associated with the material and output its name. or the texture // may be a procedural texture and so have no file name. "Alias|Wavefront . // 1st thing find out how many shapes (meshes) are in this scene // currently being looked at. for ( int shape=0. int numShapes = DtShapeGetCount(). "2. groups < numGroups. // Find out the number of groups (materials) assigned to this shape numGroups = DtGroupGetCount( shape ). group++ ) { In this MAYA GAMES TRANSLATORS 32 . // It is possible that the number of groups will be zero.

group. } } } // // main doIt function for the plugin command. &texName ). group.MDT API | 6 // For the current shape+group combination find out its material DtMtlGetName( shape. // output any information that is wanted about what we found above. } MAYA GAMES TRANSLATORS 33 . MStatus basic::doIt( const MArgList& args ) { // Initialize the Dt database DtExt_SceneInit( “basic” ). // Clean up the allocated memory and internal storage DtExt_CleanUp(). shape. texture filename is %s\n". // return from the plugin command return MS::kSuccess. // using the default settings. shapeName. mtlName. printf( "for shape %s(%d) group %s(%d). as no initializer // functions are called here // Walk the dag and fill in the internal database DtExt_initdb(). &mtlName ). find out its texture file name if any DtTextureGetFileName( mtlName. // walk thru shapes found and output the texture file names outputFileNames(). // For the current material. texName ? texName : "(NULL)" ).

MDT API | 6 MAYA GAMES TRANSLATORS 34 .

Hierarchy 23 RTG Export Option. for GE2 25 scripts. set for GE2 23 animation playback loop. Include 11 cameras MDt API description 30 color per vertex.INDEX Numerics 2D/3D texure placement GE2 Texture Option 24 A Active GE2 Export Option 23 RTG Export Option 19 VRML2 Export Option 11 Add and Update checkBox VRML2 15 All GE2 Export Option 23 RTG Export Option 19 VRML2 Export Option 11 All Nodes 19 RTG Output Option 19 Animation 19 RTG Output Option 19 animation displace for GE2 23 MDt API description 31 sample for GE2 23 tolerance. for VRML2 output 9 Displacement GE2 Animation Option 23 Domain Options GE2 Output options 22 B browse scripts. for GE2 24 Flat GE2 Export Option. Hierarchy 11 G games translators build 3 editing 6 GE2. debug info 20 RTG Export Option. Hierarchy 19 VRML2 Export Option. for VRML2 10 Cameras GE2 debug info 25 VRML2 debug info 12 VRML2 Export Option. for VRML2 9 normals. install 22 installing 5 loading plug-ins 6 platforms. for GE2 25 to scripts. Hierarchy 23 RTG Export Option. list 5 recompile 2 RTG. Format 18 digits number of. export VRML2 10 ColorPerVertex VRML2 Export Option 10 Comments GE2 Output option 25 Compressed VRML2 Export Option 10 Custom GE2 Output Domain option 22 F D debug info Camera for RTG 20 Cameras for GE2 25 Cameras for VRML2 12 Geo/Mat for RTG 20 Geo/Mat for VRML2 12 geometry for GE2 25 Lights for GE2 25 Lights for RTG 20 Lights for VRML2 12 Degrees RTG Output Option. for VRML2 10 Any VRML2 Output Option 9 append file name to scripts. Hierarchy 11 flip normals. for GE2 22 MAYA GAMES TRANSLATORS 35 ANIMATION Export All options editing games translators 6 for GE2 22 for RTG 18 for VRML2 8 . using GE2 24 Flip Normals GE2 Export Option 24 Float precision for GE2 25 float precision for VRML2 output 9 Fly VRML2 Output Option 9 Frames per sec VRML2 Animation Option 10 Full GE2 Export Option. Texture 20 VRML2 Export Option. install 17 running 1 VRML2. Texture 12 Examine VRML2 Output Option 9 C Camera GE2 Animate Option 22 RTG Export Option. for VRML2 10 ByGroups MDt API description 30 file textures use original. install 8 E Enabled RTG Animation Option 19 VRML2 Animation Option 10 Evaluate RTG Export Option. Hierarchy 19 VRML2 Export Option. Include 20 camera animate.

GE2 Export Option 23 Full. RTG Export Option 19 Flat. description 29 description 27 groups. 30 MultiTexture 18 RTG Output Option 18 I iffreader. RTG Export Option 19 World. 22 MDt API description 30 Local Xform 19 RTG Output Option 19 Long Lines VRML2 Export Option 10 Loop VRML2 Animation Option 10 N N64 GE2 Output Domain option 22 navigation remove UI for VRML2 9 Navigation Speed for VRML2 output 9 Normals VRML2 Export Option 9 normals export. description 30 cameras. description 30 controls.cpp 27 MDtLights. using GE2 24 H Headlight control. append to scripts 25 Geometry debug info 25 install translator 22 Lights debug info 25 Output Options 22 Texture Search Path 24 translator options 22 GE2 Animate Option Camera 22 Vertices 22 GE2 Animation Option 22 Start/End 22 GE2 Displacement Option Animation option 23 GE2 Export Option Active 23 All 23 Flat hierarchy 23 Flip Normals 24 Full hierarchy 23 Reverse winding 24 Selected 23 Tri Tessellation 23 World hierarchy 23 GE2 Keyframe Option Sample animation 23 Tolerance. debug info 20 RTG Export Option. for VRML2 output 9 Lights GE2 debug info 25 RTG Export Option. for VRML2 11 MDecomp 18 RTG Output Option 18 MDt API animation. for VRML2 11.INDEX GE2 browse scripts for 25 Cameras debug info 25 Export All options 22 features 21 file name. 30 MDtCnetwork. for VRML2 9 flip. description 30 lights. GE2 Export Option 23 Flat. GE2 Export Option 23 World. for VRML2 output 9 MAYA GAMES TRANSLATORS 36 .h 28. Include 20 VRML2 Animate Option 11. set for animation 23 GE2 Texture Option 2D/3D texure placement 24 textures. VRML2 Export Option 11 World. description 30 materials. Include 12 lights animate. 29 MDtLayer. description 30 program example. set resolution for 24 use original file textures 24 Geo/Mat RTG Export Option. VRML2 Export Option 11 M Materials 18 RTG Output Option 18 VRML2 Animate Option 11 materials MDt API description 30 shader. basic 31 program example.cpp 27. minimal 31 shapes. RTG Export Option 19 Full.cpp 28 iffwriter. description 30 using 28 MDt library using 28 MDt. 29 MDtLight. animate.cpp 27. debug info 20 VRML2 debug info 12 Geometry GE2 debug info 25 GL/DirectX GE2 Output Domain option 22 gzip compress output file VRML2 10 hierarchy Flat. description 31 ByGroups.cpp 27. VRML2 Export Option 11 Full.cpp 28 MDtExt. 30 MDtShape.h 28 MDtCamera.cpp 30 MDtMaterial.cpp 28 importing VRML2 15 IndexCnt 18 RTG Output Option 18 J Joints RTG Export Option 19 L Launch viewer VRML2 Export Option 10 lighting control. 22 VRML2 debug info 12 VRML2 Export Option. description 29 textures. for VRML2 9 flip.cpp 27.

Tessellation 20. VRML2 Export 10. GE2 24 for textures. 22 transformations animate. 23 Sample texture 20 Texture Search Path 20 textures. 22 Transforms 19 RTG Output Option 19 translator install GE2 22 install RTG 17 install VRML2 8 R Resolution GE2 Texture Option. set for textures 24 RTG Export Option. for VRML2 10 P P Normals RTG Output Option. set for textures 12 Reverse winding GE2 Export Option 24 Reversed RTG Output Option. for VRML2 10 Plug-in Manager installing plug-ins. 12 MAYA GAMES TRANSLATORS 37 . for VRML2 9 file. for VRML2 11.INDEX O Opposite VRML2 Export Option 9 output editing. basic 18 Unix/DOS formats 18 V Colors format 18 V Normals format 18 Verbose. Texture 20 VRML2 Export Option. 12 Time Slider RTG Animation Option 19 VRML 2 Animation Option 10 Tolerance GE2 Keyframe Option 23 Transf VRML2 Animate Option 11. loading 6 polygons flip normals. 12 Textures VRML2 Export Option 9 textures evaluate for RTG 20 evaluate for VRML2 12 export. with GE2 24 Q Quad RTG Export Option. RTG Export 20 for textures. 22 GE2 Animation Option 22 RTG Animation Option 19 VRML2 Animation Option 10 T Tabs GE2 Output option 25 Texture Search path GE2 24 RTG Export Options 20 VRML2 Export Options 10. include 20 Evaluate texture 20 Flat hierarchy 19 Full hierarchy 19 Geo/Mat debug info 20 Joints 19 Lights debug info 20 Lights. for GE2 25 append to. 23 VRML2 Export Option. general 6 plug-ins games. for VRML2 11 SonyPSX GE2 Output Domain option 22 Start/End 19 GE2 Animation Option 22 RTG Animation Option 19 VRML2 Animation Option 10 Step 19. basic 18 VRML2 Export option 10 S Sample GE2 Keyframe Option 23 RTG Export Option. Tessellation 11 RTG Export All options 18 features 17 install translator 17 translator options 17 RTG Animation Option 19 Enabled 19 Time Slider 19 RTG Export Option Active 19 All 19 Camera debug info 20 Camera. for VRML2 10 browse for GE2 25 browse for VRML2 10 search path for textures. Format 18 Picked RTG Export Option 19 VRML2 Export Option 11 Pivots 19 RTG Output Option 19 playback animation. include 20 Picked 19 Quad Tessellation 20. for GE2 24 MDt API description 30 place 2D/3D for GE2 24 sample for RTG 20 sample for VRML2 12 search path for GE2 24 search path for RTG Export 20 search path for VRML2 Export 10. basic 18 Selected GE2 Export Option 23 shader materials animate. Texture 12 Sample By GE2 Keyframe Option 23 scripts append to. set resolution for 20 Tri Tessellation 20 World hierarchy 19 RTG Output Option 18. set for textures 20 VRML2 Export Options. use original. 19 Degrees format 18 P Normals format 18 Reversed. using GE2 24 reverse winding.

for games 6 installing. creating 14 VRML2Link. for games 1 VRML2. Tessellation 20 VRML2 Export Option. for output 9 Lights debug info 12 Navigation speed option 9 navigation speed. linking objects with 13 vrml2Tags command. Format 18 V1. for games 6 platforms. Tessellation 23 RTG Export Option. for games 2 running. for VRML2 11 viewer launch. append to scripts 10 files 8 Float precision option 9 float precision setting 9 for NT 15 for UNIX 15 Geo/Mat debug info 12 Headlight options 9 install translator 8 introduction 7 lighting. for GE2 22 animate.8 Compatible RTG Output Option.8 Compatible format 18 Verbose RTG Output Option. 12 Textures 9 textures. descriptions 14 Close button 15 Delete button 15 Do All selected checkbox 14 stepping control buttons 15 vrml2 Billboard pop-up menu 14 vrml2 Sensor pop-up menu 14 vrml2tagsWin vrml2 Collision pop-up menu 14 vrmls2TagsWin vrml2 primitive pop-up menu 14 W Walk VRML2 Output Option 9 MAYA GAMES TRANSLATORS 38 . Tessellation 11 U UI remove navigation. for games 5 recompile. Format 18 V1. for VRML2 9 Unix/DOS RTG Output Option. Format 18 UV Coords 18 RTG Output Option 18 V V Colors RTG Output Option.INDEX translators build. set resolution for 12 Tri Tessellation 11 Verbose 10 World hierarchy 11 VRML2 Output Option Reversed 10 VRML2Link 13 vrml2Tags command 12 setting 13 window 13 vrml2TagsWin Add and Update checkbox 15 Add button 15 attributes. 22 Materials 11 Transf 11. for games 3 editing. basic 18 VRML2 Export Option 10 Vertices GE2 Animate Option 22 VRML2 Animate Option 11 vertices animate. 22 Vertices 11 VRML2 Animation Option Enabled 10 frames per sec 10 Loop 10 Start/End 10 Step 10 VRML2 Export Option Active 11 All 11 Cameras. for games 5 loading plug-ins. include 11 ColorPerVertex 10 Compressed 10 Evaluate texture 12 Flat hierarchy 11 Full hierarchy 11 Launch viewer 10 Lights. include 12 Long Lines 10 Normals 9 Opposite 9 Picked 11 Quad Tessellation 11 Sample texture 12 Texture Search Path 10. Format 18 V Normals RTG Output Option. introduction 7 Tri GE2 Export Option. for VRML2 10 viewpoints creating with VRML2 14 VRML 2 Animation Option Time Slider 10 VRML Output Option Any 9 Examine 9 Fly 9 Walk 9 VRML2 15 attributes 7 browse scripts for 10 Cameras debug info 12 commands 7 Export All options 8 features 7 file name. setting 13 VRML2 Animate Option Lights 11. output for 9 options 16 Output navigation toggles 9 remove navigation UI 9 translator options 8 viewpoints.

exe NT VRML2 import 15 MAYA GAMES TRANSLATORS 39 . Hierarchy 23 RTG Export Option. Hierarchy 11 wrl2ma UNIX VRML2 import 15 wrl2ma. Hierarchy 19 VRML2 Export Option.INDEX World GE2 Export Option.

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