Importing Maya 3D objects into Jitter

wootowl's icon

I know nothing about this and can't seem to find any tutorials on it.

I would like to know how to import a Maya 3D object into Jitter, and would like to know how to do it.

Since I don't know anything about this, any basic information would be helpful. I'm not even sure how to put this 3D object into jitter, or what of the object will go into jitter (3D?, textures?)

Any information on this would be very helpful, thanks!

Wesley Smith's icon

jit.gl.obj will import .obj files. You can export 3d forms from maya
in this format and then open them in jitter with the previoiusly
mentioned object.

wes

On 9/13/06, wootowl wrote:
>
> I know nothing about this and can't seem to find any tutorials on it.
>
> I would like to know how to import a Maya 3D object into Jitter, and would like to know how to do it.
>
> Since I don't know anything about this, any basic information would be helpful. I'm not even sure how to put this 3D object into jitter, or what of the object will go into jitter (3D?, textures?)
>
>
> Any information on this would be very helpful, thanks!
>

Joshua Kit Clayton's icon

On Sep 13, 2006, at 2:32 PM, Wesley Smith wrote:

> jit.gl.obj will import .obj files. You can export 3d forms from maya
> in this format and then open them in jitter with the previoiusly
> mentioned object.

jit.gl.model, that is. Check out Tutorial 36: "3D Models" in the
Jitter Tutorials.

Note that Jitter only supports triangulated(tesselated) .OBJ files,
so you can't keep it in a parametric form.

-Joshua

wootowl's icon

What about using a shader from Maya with the object you import?

vade's icon

jit.gl.shader

You will have to edit the shader code to work with Jitter cg syntax
(I believe), but the logic should remain the same.

v a d e //

www.vade.info
abstrakt.vade.info

On Sep 18, 2006, at 1:08 PM, wootowl wrote:

>
> What about using a shader from Maya with the object you import?

wootowl's icon

Quote: vade wrote on Mon, 18 September 2006 11:19
----------------------------------------------------
> jit.gl.shader
>
> You will have to edit the shader code to work with Jitter cg syntax
> (I believe), but the logic should remain the same.
>
>
>
>
> v a d e //
>
> www.vade.info
> abstrakt.vade.info
>
>
> On Sep 18, 2006, at 1:08 PM, wootowl wrote:
>
> >
> > What about using a shader from Maya with the object you import?
>
>
>
----------------------------------------------------

How might I have to edit the shader code?

I basically am finding free to use maya shaders online for things I need, modifying them a bit, and then I want to import them for use in real-time rendering in jitter.

I don't really know the details of any of this (never really worked with jitter, the example files are a little confusing) so any explanations or links to tutorials for further assistance you can provide would be helpful.

Thanks!

vade's icon

Id heavily suggest doing the tutorials in for Jitter and Max.

They are the best ive seen ever in any software environment, and will
help clear up a lot of confusion.

Max and Jitter arent content creation apps per se, like Maya is. Its
a programming language, typically used to build your own customized
content creation apps. So, it requires having a pretty fine grained
idea of what you want to do, and some means of doing it.

This is by no means meant to dissuade you from trying. Max has been
one of the most rewarding applications to learn for me, ever.

Just do the tutorials. For real.

v a d e //

www.vade.info
abstrakt.vade.info

On Sep 18, 2006, at 1:23 PM, wootowl wrote:

> I basically am finding free to use maya shaders online for things I
> need, modifying them a bit, and then I want to import them for use
> in real-time rendering in jitter.

wootowl's icon

I know about max/jitter .. I just don't know how to code in it. I can code in other languages like C++ / C# and somewhat Java.

I am thinking that I might need to render images in maya and export them as movies for use in jitter though..

I think that the shaders I am using might be too complex to render in real time, thus using a movie would be better. I don't necessarily need a 3D object, so if I can just get a movie of the object rotating 360 degrees that should work (I think)

To do this, I am going to need to know how to export movie sequences in Maya for use in Jitter such that they will have transparency (only the 3D object itself should be seen in Jitter, the rest of the movie should be fully transparent).

Does anyone know how I can go about exporting a rendered movie of an object in Maya for use in Jitter such that I will only see the animated movie of the object itself (with the rest of it being fully transparent)?

vade's icon

you need to render to a codec that offers alpha transparency support,
such as Animation, or PNG quicktime movies.

v a d e //

www.vade.info
abstrakt.vade.info

On Sep 19, 2006, at 4:07 PM, wootowl wrote:

>
> I know about max/jitter .. I just don't know how to code in it. I
> can code in other languages like C++ / C# and somewhat Java.
>
> I am thinking that I might need to render images in maya and export
> them as movies for use in jitter though..
>
> I think that the shaders I am using might be too complex to render
> in real time, thus using a movie would be better. I don't
> necessarily need a 3D object, so if I can just get a movie of the
> object rotating 360 degrees that should work (I think)
>
> To do this, I am going to need to know how to export movie
> sequences in Maya for use in Jitter such that they will have
> transparency (only the 3D object itself should be seen in Jitter,
> the rest of the movie should be fully transparent).
>
> Does anyone know how I can go about exporting a rendered movie of
> an object in Maya for use in Jitter such that I will only see the
> animated movie of the object itself (with the rest of it being
> fully transparent)?