M3GExport Documentation


Introduction

Sytem requirements

Platform compatibility of M3GExport

Installation on Windows

Features: What is exported from Maya?

Differences between Limited and Standard version

General differences

Precision and Compression differences

AnimationTrack differences

Background differences

Exporting default Maya cameras

CompositingMode differences

Fog differences

Image2D/Texture2D differences

Material differences

Mesh differences

MorphingMesh (morph target) differences

PolygonMode differences

Introduction

M3GExport for Maya enables developers to export complex, animated 3D scenes from Maya® directly to Mobile 3D Graphics (M3G) file format, the emerging 3D file format for mobile 3D games.

To create mobile M3G applications you'll also need Sun Microsystem's J2ME Wireless Toolkit from http://java.sun.com/products/j2mewtoolkit/index.html or another M3G compliant software development toolkit (SDK).

Download full M3G specification from http://jcp.org/jsr/detail/184.jsp.

Sytem requirements

The system requirements of M3GExport are the same as Maya's. Read more on Maya's system requirements at http://www.alias.com/eng/products-services/maya/system_requirements.shtml.

Platform compatibility of M3GExport



MS Windows 2000/XP/Vista: Maya 5.0/6.0/6.5/7.0/8.0/8.5/2008



Linux: Maya 5.0/6.0/6.5/7.0/8.0/8.5/2008



Mac OS X: Maya 6.0/6.5/7.0/8.0/8.5/2008


Please note that M3GExport is not compatible with Maya Personal Learning Edition (PLE).

Installation of M3GExport on Windows Platforms



  • Exit Maya


  • Unzip M3GExport.zip to your personal folder


  • Copy the plug-in file from M3GExport1.X.X\Windows\MayaX.X\m3gExportLimitedMayaX.X.mll to your Maya's plugin directory.
    (Usually C:\Program Files\Autodesk\MayaX.X\bin\plug-ins or C:\Program Files\Alias\MayaX.X\bin\plug-ins or C:\Program Files\AliasWavefront\Maya5.0\bin\plug-ins)


  • Delete old m3gExport.mll (if you have earlier version) in the same plugin directory


  • Copy the M3GExport options file from M3GExport1.X.X\Windows\CommonFiles\m3gExportOptions.mel to your Maya's script directory.
    (Usually C:\Program Files\Autodesk\MayaX.X\scripts\others or C:\Program Files\Alias\MayaX.X\scripts\others or C:\Program Files\AliasWavefront\Maya5.0\scripts\others)


  • Copy the dll files from M3GExport1.X.X\Windows\CommonFiles\Libs.zip to C:\Program Files\Autodesk\MayaX.X\bin or C:\Program Files\Alias\MayaX.X\bin or C:\Program Files\AliasWavefront\Maya5.0\bin (you'll probably already have some of them). You may install the dll files directly to C:\WINDOWS\system32 folder.


  • Start Maya and add m3gExportLimitedMayaX.x plug-in (Windows->Settings/Preferences->Plug-in Manager)


  • "Reset Settings" in Export menu (File->Export All…->Export All option box) before first use.




  • Features: What is exported from Maya?


    Maya is a very complex 3D design and animation tool, so it is not possible to export everything into M3G. Here is a detailed list:


    DAG objects Exported as (M3G Objects)
    Mesh Mesh, SkinnedMesh, MorphingMesh
    NurbsSurface Mesh (triangulated, static)
    Subdivision surfaces Mesh (triangulated, static)
    Camera Camera
    Spot Light Light (mode SPOT)
    Area Light Light (mode DIRECTIONAL)
    Directional Light

    Light (mode DIRECTIONAL)

    Ambient Light Light (mode AMBIENT)
    Point Light

    Light (mode OMNI)

    Transform Transformable, Group
    World World
    Joint Group


    Non-DAG objects Exported as (M3G Objects)
    Image Plane Background
    FileTexture Image2D
    Place2dTexture Texture2D
    Material Material
    Blendshape MorphingMesh
    Rigid skin,Smooth skin SkinnedMesh
    Animation curve KeyframeSequence, AnimationTrack, AnimationController


    Other M3G Objects defined by user
    CompositingMode
    PolygonMode
    Fog

    Differences between Limited and Standard version

    M3GExport for Maya is available in two editions, Limited and Standard.

    The Standard version contains sophisticated optimisation options used mostly by commercial game developers.

    The non-commercial Limited edition contains almost every feature found in the full commercial Standard version and can be upgraded later.


    Most important limitations of M3GExport Limited:


    1. Not for commercial use (every file is stamped)

    2. M3GExport options do not work

    3. No triangle stripping

    4. No compression

    5. Only implicit vertex indices can be used

    6. All images are embedded

    7. All image sizes are 128x128 pixels

    8. All colors are RGBA, no palettes

    9. Vertices encoded as Shorts (not Bytes)

    10. Keyframes encoded as Floats (not Bytes)

    11. Both sides of triangles are lit and shown

    12. No fog


    The exported M3G file size is usually a lot larger with Limited version, and the application speed is lot slower.

    General differences


    Option M3GExport Limited M3GExport Standard
    Export Meshes Always Optional
    Export Skeletons Always Optional
    Export Keyframes Always Optional
    Export Materials Always Optional
    Export Textures Always Optional
    Export Fog Never Optional
    Export PolygonMode Always Optional
    Export CompositingMode Always Optional
    Export Lights Always Optional
    Export Cameras Always Optional
    Export Background Always Optional
    Export World Always Optional


    Precision and Compression differences


    Option M3GExport Limited M3GExport Standard
    ZLib compression Never Optional
    Triangle stripping Never Optional
    Tri. Strip indices Implicit Explicit/Implicit
    Keyframe encoding Float Byte/Short/Float
    Vertex coord. encoding Short Byte/Short
    Vertex coord. encoding Short Byte/Short
    Vertex coord. encoding Short Byte/Short


    AnimationTrack differences


    Option M3GExport Limited M3GExport Standard
    Export Orientation Always Optional
    Export Scale Always Optional
    Export Translation Always Optional
    Export Visibility Always Optional
    Export Morph weights Always Optional


    Background differences


    Option M3GExport Limited M3GExport Standard
    Image modex X Border Border/Repeat
    Image modex Y Border Border/Repeat
    Depth clear True True/False
    Color clear True True/False


    Exporting default Maya cameras


    Option M3GExport Limited M3GExport Standard
    Perspecitve Always Optional
    Front Always Optional
    Side Always Optional
    Top Always Optional


    CompositingMode differences


    Option M3GExport Limited M3GExport Standard
    Depth test True True/False
    Depth write True True/False
    Color write True True/False
    Alpha write True True/False
    Blending Replace Replace/Alpha/Alpha_Add Modulate/Modulate2X
    Alpha threshold 0.0 User defined
    Depth offset factor 0.0 User defined
    Depth offset units 0.0 User defined


    Fog differences


    Option M3GExport Limited M3GExport Standard
    Fog Color No fog User defined
    Mode No fog Linear/Exponential
    Near distance No fog User defined
    Far distance No fog User defined
    Density No fog User defined

    Image2D/Texture2D differences


    Option M3GExport Limited M3GExport Standard
    Image placement Embedded Embedded/ Separate PNG file
    Image size 128x128 pixels User defined
    Image format RGBA Alpha/Luminance/ Luminance+Alpha RGB/RGBA
    Paletted format Never Optional
    MipMap filter Linear Base_Lever/Linear/Nearest
    Image filter Linear Linear/Nearest
    Texture blending Modulate Add/Blend/Decal Modulate/Replace
    Default blend colore Black User defined


    Material differences


    Option M3GExport Limited M3GExport Standard
    Vertex color tracking Never Optional

    Mesh differences


    Option M3GExport Limited M3GExport Standard
    Export normals Always Optional
    Export vertex colors Always Optional
    Export texture coords. Always Optional
    Vertex color format RGBA RGB/RGBA


    MorphingMesh (morph target) differences


    Option M3GExport Limited M3GExport Standard
    Export vertex coords. Always Optional
    Export normals Always Optional
    Export vertex colors Always Optional
    Export texture coords. Always Optional


    PolygonMode differences


    Option M3GExport Limited M3GExport Standard
    Polygon shading Smooth Flat/Smooth
    Back face culling None Back face/Front face/None
    Polygon winding CCW CCW/CW
    Perpesctive correction Always Optional
    Local camera lighting Never

    Optional

    Two sided lighting Always

    Optional



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