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TAFA for Maya? (Read 4248 times)
mnemonicimage
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Re: TAFA for Maya?
Reply #15 on: Nov 12th, 2005, 3:12pm
 

I love TAFA!

Posts: 21
Mac,
I had a snother thought related to the Magpie topic above and the suggestions I have been offering into application specific output from TAFA i.e FRAW and AnimExport etc. (by the way I think you can do the same with 3DSMax now with their .XAF format written in XML - I can get you a copy of a sample output from this if you are interested let me know)
 
Since you are already exporting out a simple text file in a format similar to magpie's (sample in earlier maya post) couldn't you just expot out in this one format and use the different Magpie scripts to import the data into each 3D app?  I do not know what the copyright issues would be but if you received permission or wrote something similar then you should be all right.  I attached a word.doc version of the XSI (written in visual basic), Maya in mel, and Max in maxscript.  Maybe you can understand greater what is happening in these scripts than I.  The one thing  I found with the FRAW2 format that you created is there are some 30-40 shapes with the WelcomeGuy to update and not having a script in XSI to automatically load each curve for each shape makes it difficult to do multiple iterations.
 
One feature that could help improve these scripts is automatically loading the shapes (XSI), blendshapes (maya) morph targers (max) from the selected opbject in the scene AND giving you a file browser to choose the simple text  file outputed from TAFA.  Having to go into the script and edit it to use it is not the most productive and uniform use.
 
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I just had success using the mel script from the magpie scripts.  It brings in multiple blendshapes and keyframes every key frame.  I used a 2 shape 10 frame version of the welcome.txt file that was posted in ealier posts and it worked wonderfully.  The only thing is the grouping separator uses "."  I.e. expressions.anger needs to be expressions_anger.  Mel converts the "." to an underscore and treats "." as separators of commands or something like that.  Really nice and easy to update with just the click of a button once you have the script setup correctly to the right file.  Sure saves having to load in the curves via AnimImport.
 
I plan to test the XSI script in a bit here using the shortened welcome.txt file that I am using.
 
I can give you a more dscriptive workflow in a bit.
 
« Last Edit: Nov 12th, 2005, 11:42pm by mnemonicimage »
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mnemonicimage
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Re: TAFA for Maya?
Reply #16 on: Nov 13th, 2005, 8:59pm
 

I love TAFA!

Posts: 21
-- I just ran the MP XSI script and it works great as well!  No mulitple re-loding of curves for each shape track as would be needed in the FRAW2 route unless we had a script that automatically did it.  Once again though you have to copy and pastt the list of shapes into the script and you have to type in the .txt file name.  It would be nice to have them automatically loaded based on the selected item and a file browser for selecting the file to import.
 
I guess I will be using the simple.txt ecport and these scripts as the workflow is the smoothest so far.
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Re: TAFA for Maya?
Reply #17 on: Nov 13th, 2005, 10:34pm
 

The digital monk

Posts: 305
Since the scripts are all copyrighted by Miquel Grinberg, I will try to contact him to see how he feels about my use of them.  In the meantime, for users like you who already own Magpie, this is certainly a useful route for today.
 
To sidetrack back to the XSI world (which is potentially off topic), I've also got the dotXSI development kit, so I should be able to read models directly from dotXSI files and inject animation curves directly back into dotXSI files.  I need to spend more time with the docs for that system to be sure.
 
This gives me some more ideas, so I'll have to see where I can go with this stuff now...
Thanks!
Mac
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