Exporting

To use Maya models in Ygdrasil, you must export them in a format that YG can read. It can't read native Maya files, but can read a number of other 3D formats; a short list of the more popular ones includes:

OBJ is probably the most commonly used format; as one of the simplest 3D model formats around, it's compatible with a lot of 3D programs. OBJ does have some limitations, though - no hierarchy, low texture resolution, and from Maya, textures and UV's don't export at all. An alternative to OBJ for working with Maya and Ygdrasil is B3D, which supports hierarchy, hi-res textures, uv mapping, vertex and fragment shaders, multitexturing, flipbook animation, and an assortment of settings and tweaks like wireframe display and optional backface culling. We'll cover the process for exporting and using B3D files here; the process is similar for OBJ or other formats.

Preparing Models

Loading the Exporter Plugin

All file import and export functions are done through Plugins. Load the plugin in Window->Settings and Preferences->Plugin Manager. Look for B3DExporter. Check "Load" and "AutoLoad".

Exporting

To export everything, go to File->Export All. To export only some of the objects, select them and go to File->Export Selection. For either, choose the Options to get the export options.

Export Options

Performer Display Options

Transparency

Hierarchy

Textures

Animation

This option will produce one B3D file that contains different geometry for each frame in the flipbook range. It makes very, very, very large files, so you should really only do this with short sequences and very low-polygon models. It's quite easy to generate B3D's that are hundreds of MB or even several GB with this. But, it's good for animating characters, fluids, blendshapes, anything that can't be animated just through curves on transforms.

When exporting a flipbook, the safest thing to do is export just one object. If you have multiple objects, group them together, select the group, and use Export Selection. If you just export a bunch of objects using flipbooking, what you'll actually get is one frame for each individual object!


(c) Ben Chang