Is there any requirements on the .mb file when using the maya awd exporter?

Software: Away3D 4.x

Ian Tang, Newbie
Posted: 12 June 2012 05:37 PM   Total Posts: 4

Hello everybody, I’m new to here and was excited about this powerful engine until I run into this…

I was trying to export skeleton animations from maya 2012 as a awd file. I firstly checked out the repository of the awd project on google code, and then I built the project of different versions like a thousand times and finally figured out that only those very old versions (committed 7 months ago at least) can be built successfully. (am I doing anything wrong so far?)

Then I followed the instructions in /forum/viewthread/453/ and successfully loaded this plug-in in maya. But, the problem is, every time i try “export all…” I end up with “Maya application file has stopped working”. Before Maya freezes, I saw a lot of stuff scrolling up in the command window and my animation played once. So part of the exporter should be working and it’s just it get stuck at a certain place.

The problem must be either the exporter itself or the .mb file I’m working with. If it’s the .mb file that causes the problem, I’m wondering if there are any requirements on the .mb file that the exporter needs in order to work all right? I attached the .mb file I’m working with. So If I’m doing anything wrong in it, could anyone point it out?

If the problem is the exporter itself, could anyone tell me which version among the nearly 500 versions is definitely gonna work? I’m currently using the version number 133 (committed 11 months ago). I’m tired of building all those commits one by one!

I’ve got stuck here for nearly one week, it’s driving me to my limit. any help is appreciated!

 

File Attachments
animate_turn_and_shoot.mb  (File Size: 985KB - Downloads: 0)
   

Richard Olsson, Administrator
Posted: 13 June 2012 08:27 AM   Total Posts: 1192   [ # 1 ]

The latest version of the code on Google Code is not compatible with the Maya exporter I’m afraid. I’m planning to fix this sometime this month, and in the meantime you can go back in the history of the code to before I started working on the 3ds max exporter (2-3 months ago) and about the same amount of time in the Away3D code.

I’m sorry for the inconvenience. There has been a lot going on in the Away3D universe lately, and managing the AWD2 project on my own has proven a little difficult in this time of big changes. Once everything is synced up again I expect it to be much more robust and easy to maintain going forward.

   

Ian Tang, Newbie
Posted: 14 June 2012 02:22 PM   Total Posts: 4   [ # 2 ]

Thanks, Richard. I’ve switched to use md5 using maya+doom3 now. Looking forward to the official release of maya awd2 exporter:-)

   

Richard Olsson, Administrator
Posted: 14 June 2012 04:21 PM   Total Posts: 1192   [ # 3 ]

Note that this only applies to the Maya exporter. If you have 3ds Max available, you can use maxawd which is the single best AWD exporter to date. It’s currently version 1.0.2 and works great (in most cases wink).

   
   

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