DOor@Posted: Mon Oct 13, 2008 10:53 pm :
I am almost done writing one in MEL (yes I know I could make it faster if I used the openAPI and/or python...) I did find one other one out there on the web but it did not export smoothing groups properly and It uses a method of cutting all edges of the UVs so each uv shell is seperate for each face (like ActorX does).

I wanted to see if there was a need for me to release the script publicly and if so are there any requests for features/content?

Now I am not familiar with the Doom3 engine but I know there is a lot of ASE data unused by the Unreal engine (such as scene data). I was going to include vertex color info and face/vtx normal data if others would find it useful. right now I am finishing up the interface, cleaning code and maximizing efficiency.

let me know if any of you are interested and any features you would like to see.

thanks,
elenerville



Rayne@Posted: Sat Oct 18, 2008 8:19 am :
My god, you are the man!


Seriously, as a Maya user I really feel frustrated for the lack of a proper ASE Exporter. I really appreciate to know that someone is still on the work on that...

Anyway, all scripts I found have one major problem: they cannot export multiple materials... Even the Unreal engine one... So basically if you have a static mesh with more than one material on the model, you must SPLIT and export the mesh in pieces.. I find it so frustrating that I simply switched to a different pipeline for assets creation...

Looking forward to an update...



DOor@Posted: Sat Oct 18, 2008 3:03 pm :
My method for materials follows the ActorX exporter and I have tested 2 materials on a single object (with the unreal engine). If this does not work for the Doom3 engine maybe you could send some test ASE's that have multiple materials working for that engine. (a cube would work)

Basically the materials work like this-- there is Only one "material" and for an object. For every material on your object in maya it adds a "submaterial" in the ase file. Then when the mesh data is written it checks every face to see what material it uses and matches an index number from the list of "submaterials" to that face.

also, if you were referring to the UV sets you can have on your object.. in which case my exporter does that much better than actorX with as many uv sets as you would like and it does not cut every edge of your uv shells (because thats just plain inefficient and stupid.)

next week I can have the script all cleaned up and on my site if I am not too busy at work. there are still two procedures I have not finished/tested-- vtxColor data (because I have never used this and dont know how it would be used in an engine so I have nothing to test my data with) and face/vtx normal data (I have this procedure written but it is untested.)



DOor@Posted: Thu Dec 11, 2008 9:26 pm :
Sorry its been a while since I replied. I forgot which forum I posted on and have just now gotten around to coming here.

Well if anyone is interested here is a WIP ase exporter I created. If you look at the comments at the top of the script it points out a few things I am working on. I have not completed the vertex color data procedure and I did not test the vertex/face normal data procedure. there is also one known issue with smoothing groups but I am not even certain it is an issue as I have not finished testing it with the 3DSMax and actorX ase.

I believe this to be a stable beta version of the script. It has been used at my work for a while now with no reported incidents.

Attachment:
aseExport.zip



DOor@Posted: Mon Oct 13, 2008 10:53 pm :
I am almost done writing one in MEL (yes I know I could make it faster if I used the openAPI and/or python...) I did find one other one out there on the web but it did not export smoothing groups properly and It uses a method of cutting all edges of the UVs so each uv shell is seperate for each face (like ActorX does).

I wanted to see if there was a need for me to release the script publicly and if so are there any requests for features/content?

Now I am not familiar with the Doom3 engine but I know there is a lot of ASE data unused by the Unreal engine (such as scene data). I was going to include vertex color info and face/vtx normal data if others would find it useful. right now I am finishing up the interface, cleaning code and maximizing efficiency.

let me know if any of you are interested and any features you would like to see.

thanks,
elenerville



Rayne@Posted: Sat Oct 18, 2008 8:19 am :
My god, you are the man!


Seriously, as a Maya user I really feel frustrated for the lack of a proper ASE Exporter. I really appreciate to know that someone is still on the work on that...

Anyway, all scripts I found have one major problem: they cannot export multiple materials... Even the Unreal engine one... So basically if you have a static mesh with more than one material on the model, you must SPLIT and export the mesh in pieces.. I find it so frustrating that I simply switched to a different pipeline for assets creation...

Looking forward to an update...



DOor@Posted: Sat Oct 18, 2008 3:03 pm :
My method for materials follows the ActorX exporter and I have tested 2 materials on a single object (with the unreal engine). If this does not work for the Doom3 engine maybe you could send some test ASE's that have multiple materials working for that engine. (a cube would work)

Basically the materials work like this-- there is Only one "material" and for an object. For every material on your object in maya it adds a "submaterial" in the ase file. Then when the mesh data is written it checks every face to see what material it uses and matches an index number from the list of "submaterials" to that face.

also, if you were referring to the UV sets you can have on your object.. in which case my exporter does that much better than actorX with as many uv sets as you would like and it does not cut every edge of your uv shells (because thats just plain inefficient and stupid.)

next week I can have the script all cleaned up and on my site if I am not too busy at work. there are still two procedures I have not finished/tested-- vtxColor data (because I have never used this and dont know how it would be used in an engine so I have nothing to test my data with) and face/vtx normal data (I have this procedure written but it is untested.)



DOor@Posted: Mon Oct 13, 2008 10:53 pm :
I am almost done writing one in MEL (yes I know I could make it faster if I used the openAPI and/or python...) I did find one other one out there on the web but it did not export smoothing groups properly and It uses a method of cutting all edges of the UVs so each uv shell is seperate for each face (like ActorX does).

I wanted to see if there was a need for me to release the script publicly and if so are there any requests for features/content?

Now I am not familiar with the Doom3 engine but I know there is a lot of ASE data unused by the Unreal engine (such as scene data). I was going to include vertex color info and face/vtx normal data if others would find it useful. right now I am finishing up the interface, cleaning code and maximizing efficiency.

let me know if any of you are interested and any features you would like to see.

thanks,
elenerville



Rayne@Posted: Sat Oct 18, 2008 8:19 am :
My god, you are the man!


Seriously, as a Maya user I really feel frustrated for the lack of a proper ASE Exporter. I really appreciate to know that someone is still on the work on that...

Anyway, all scripts I found have one major problem: they cannot export multiple materials... Even the Unreal engine one... So basically if you have a static mesh with more than one material on the model, you must SPLIT and export the mesh in pieces.. I find it so frustrating that I simply switched to a different pipeline for assets creation...

Looking forward to an update...



DOor@Posted: Sat Oct 18, 2008 3:03 pm :
My method for materials follows the ActorX exporter and I have tested 2 materials on a single object (with the unreal engine). If this does not work for the Doom3 engine maybe you could send some test ASE's that have multiple materials working for that engine. (a cube would work)

Basically the materials work like this-- there is Only one "material" and for an object. For every material on your object in maya it adds a "submaterial" in the ase file. Then when the mesh data is written it checks every face to see what material it uses and matches an index number from the list of "submaterials" to that face.

also, if you were referring to the UV sets you can have on your object.. in which case my exporter does that much better than actorX with as many uv sets as you would like and it does not cut every edge of your uv shells (because thats just plain inefficient and stupid.)

next week I can have the script all cleaned up and on my site if I am not too busy at work. there are still two procedures I have not finished/tested-- vtxColor data (because I have never used this and dont know how it would be used in an engine so I have nothing to test my data with) and face/vtx normal data (I have this procedure written but it is untested.)



DOor@Posted: Mon Oct 13, 2008 10:53 pm :
I am almost done writing one in MEL (yes I know I could make it faster if I used the openAPI and/or python...) I did find one other one out there on the web but it did not export smoothing groups properly and It uses a method of cutting all edges of the UVs so each uv shell is seperate for each face (like ActorX does).

I wanted to see if there was a need for me to release the script publicly and if so are there any requests for features/content?

Now I am not familiar with the Doom3 engine but I know there is a lot of ASE data unused by the Unreal engine (such as scene data). I was going to include vertex color info and face/vtx normal data if others would find it useful. right now I am finishing up the interface, cleaning code and maximizing efficiency.

let me know if any of you are interested and any features you would like to see.

thanks,
elenerville



Rayne@Posted: Sat Oct 18, 2008 8:19 am :
My god, you are the man!


Seriously, as a Maya user I really feel frustrated for the lack of a proper ASE Exporter. I really appreciate to know that someone is still on the work on that...

Anyway, all scripts I found have one major problem: they cannot export multiple materials... Even the Unreal engine one... So basically if you have a static mesh with more than one material on the model, you must SPLIT and export the mesh in pieces.. I find it so frustrating that I simply switched to a different pipeline for assets creation...

Looking forward to an update...



DOor@Posted: Sat Oct 18, 2008 3:03 pm :
My method for materials follows the ActorX exporter and I have tested 2 materials on a single object (with the unreal engine). If this does not work for the Doom3 engine maybe you could send some test ASE's that have multiple materials working for that engine. (a cube would work)

Basically the materials work like this-- there is Only one "material" and for an object. For every material on your object in maya it adds a "submaterial" in the ase file. Then when the mesh data is written it checks every face to see what material it uses and matches an index number from the list of "submaterials" to that face.

also, if you were referring to the UV sets you can have on your object.. in which case my exporter does that much better than actorX with as many uv sets as you would like and it does not cut every edge of your uv shells (because thats just plain inefficient and stupid.)

next week I can have the script all cleaned up and on my site if I am not too busy at work. there are still two procedures I have not finished/tested-- vtxColor data (because I have never used this and dont know how it would be used in an engine so I have nothing to test my data with) and face/vtx normal data (I have this procedure written but it is untested.)