This shows you the differences between two versions of the page.
import_maya [2017/09/13 12:54] |
import_maya [2021/04/27 09:19] (current) |
||
---|---|---|---|
Line 1: | Line 1: | ||
+ | ======Importing to Maya====== | ||
+ | |||
+ | After [[Export_Static_Mesh|exporting]] a mesh from the SpeedTree Modeler, you can use the included Maya plugin to load it into Maya and recreate the materials as closely as possible. | ||
+ | |||
+ | To install it, in Maya, open the // | ||
+ | |||
+ | |||
+ | > | ||
+ | |||
+ | |||
+ | |||
+ | =====Importing===== | ||
+ | |||
+ | Once the plugin is installed, you will now have new file types available for import in Maya: SpeedTree, SpeedTree for V-Ray, and SpeedTree for Mental Ray. | ||
+ | |||
+ | When one of these file types is chosen, it will load a SpeedTree Material (.stmat) file. You don't need to worry about the format of the actual mesh exported from the SpeedTree Modeler, as that information is stored in the stmat file. The only difference between the three importers is the type of materials made after the mesh itself is imported. | ||
+ | |||
+ | |||
+ | =====Extending the Script===== | ||
+ | |||
+ | If you wish to change how the materials are created, or add completely new material types, the plugin' | ||
+ | |||
+ | All you need to do is add or change one of the classes that inherits from SpeedTreeImporterTranslatorBase. You will need to have a " | ||
+ | |||
+ | For examples, please see the SpeedTreeImporterTranslator, | ||