Tutorials

Tutorials

Who's Online

There are currently 0 users and 1 guest online.

How to publish a model from Maya to the Wild Pockets Gallery, along with a few tips and tricks.

 

First, let's get started by grabbing resources we'll need to export a model from Maya to Wild Pockets.

1) You'll need to save Curl.exe to your windows root directory (usually C:/Windows)

2) Next,  you'll need to download the Maya Exporter [http://www.wildpockets.com/sites/all/themes/ninesixty/exporterstemp/WildPocketsMayaExport.mel]. 

(these can also be found here)

Since it's a mel script, this single exporter will work with any modern version of Maya.  While we'll be going  into more detail later in the tutorial on how to use it, to launch the exporter, simply drag the icon of the mel script saved locally on your computer into the Maya viewport.

 

 

Now, we're going to open a model - however, there' some rules to follow when it comes to Wild Pockets.

If your model contains any of the non-accepted surfaces, be sure to delete them or  convert-to-polys before exporting to make sure to avoided any unexpected behaviors.

 

Wild Pockets supports the following shaders:  Color (diffuse),  Specular,  and Normal Maps.

Normal Maps can be applied in the Connection Editor (or middle-mouse drag a file onto a material and select Other) by connecting the outColor to the normalCamera.

 

As a general practice (but not a strict rule!) you should limit your texture sizes to JPEGs that are square, powers of 2.

For transparencies, use PNGs with transparent backgrounds, and remember that Wild Pockets only renders polygons single-sided

 

Now we're ready for the exporter!!

Like we mentioned before, just drag the mel script into the Maya Viewport to launch it.

Let' s do a rundown on its main functions:

 

 

 

Collision

Collision is one of the more powerful  and flexible features of WIld Pockets.  As a game asset, a developer is able to define the collidable bounds of an object by using invisible cubes and spheres or a creative combination of the 2.

 

 

 

 

 

 

 

 

 

 

Center of Mass

Another related function is "Center of Mass."  This creates a locator that represents an object's center of mass exists.  Along with setting the Mass (weight), this will dictate how an object will move freely through space. 

To the right are some examples of how it can affect movement.

 

 


 

Whenever you're ready, check the box to "Open Gallery Setup Page" and hit export!!!

You'll be prompted to login to the exporter, if you haven't already, and to name of the object for library.

The export process may take a while, so be patient - you're almost there!

Once the export is complete, a browser window should open up on its own.  You'll be prompted to login to the site (if you aren't already), and you'll go to a publish page containing a live version of your newly exported model.  Fill in the text fields with the appropriate info and save to complete the process.

 

If you chose for your model to be public, it now exists in the Gallery!  Based on the permissions set during Publish, you can view and rate models, use shared assets in their projects, or browse libraries of published assets via usernames

Have Fun!!

Comments

hey guise

hey guise

cool beans

Wow very nice

share