This page has been translated automatically.
Видеоуроки
Interface
Essentials
Advanced
Подсказки и советы
Основы
Программирование на C#
Рендеринг
Professional (SIM)
Принципы работы
Свойства (properties)
Компонентная Система
Рендер
Физика
Редактор UnigineEditor
Обзор интерфейса
Работа с ассетами
Настройки и предпочтения
Работа с проектами
Настройка параметров ноды
Setting Up Materials
Настройка свойств
Освещение
Sandworm
Использование инструментов редактора для конкретных задач
Расширение функционала редактора
Встроенные объекты
Ноды (Nodes)
Объекты (Objects)
Эффекты
Декали
Источники света
Geodetics
World-ноды
Звуковые объекты
Объекты поиска пути
Players
Программирование
Основы
Настройка среды разработки
Примеры использования
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Плагины
Форматы файлов
Materials and Shaders
Rebuilding the Engine Tools
Интерфейс пользователя (GUI)
Двойная точность координат
API
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
Работа с контентом
Оптимизация контента
Материалы
Визуальный редактор материалов
Сэмплы материалов
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials
Внимание! Эта версия документация УСТАРЕЛА, поскольку относится к более ранней версии SDK! Пожалуйста, переключитесь на самую актуальную документацию для последней версии SDK.
Внимание! Эта версия документации описывает устаревшую версию SDK, которая больше не поддерживается! Пожалуйста, обновитесь до последней версии SDK.

Plugins for Maya

Warning
Maya plugin is deprecated and no longer supported. We can't guarantee the stable work of the plugin.

Manual Installation#

If Unigine plugins were not installed automatically, do the following:

  1. Go to the UNIGINE SDK folder, plugins/Maya/ directory and choose the plugin depending on the installed version of Maya.
  2. Copy a binary file into the plug-ins folder, namely:
    • On Windows, copy the *.mll file into the Maya*/bin/plug-ins directory (* means installed version of Maya: 2013, 2014 or 2015).
    • On Linux, copy the *.so file into the /usr/autodesk/maya*-x64/bin/plug-ins directory (* means installed version of Maya: 2013, 2014 or 2015).
    • On Mac OS X, copy the *.bundle file into the Applications/Autodesk/maya*/Maya.app/Contents/MacOS/plug-ins directory (* means installed version of Maya: 2013, 2014 or 2015).
  3. Copy the MEL script (*.mel) into the others directory, namely:
    • On Windows, copy into the Maya*/scripts/others (* means installed version of Maya: 2013, 2014 or 2015).
    • On Linux, copy into the /usr/autodesk/maya*-x64/scripts/others(* means installed version of Maya: 2013, 2014 or 2015).
    • On Mac OS X, copy into the Applications/Autodesk/maya*/Maya.app/Contents/scripts/others(* means installed version of Maya: 2013, 2014 or 2015).
  4. Run Maya.
  5. Choose Window -> Settings/Preferences -> Plug-in manager in the Maya main menu.
  6. Set Loaded and Auto load flags for UnigineMesh plugins.

    Loaded and Auto load flags checked for the UnigineMesh.mll

Export into Mesh#

To export static geometry or an animated object into the *.mesh file:

  1. Select a model you want to export into Unigine.
  2. Select File -> Export Selection... in the main menu.
  3. Choose UnigineMesh in theFiles of type drop-down list.

By using the way described above, you can export animated (skinned) object baked together with its animation in one file (*.mesh). To export only the bind pose of the model, specify the 0 values in both fields of the Animation Range.

Export into mesh from Maya

Static geometry export (into MESH format)

Notice
For skinned mesh:
  • The maximum number of bones per surface is equal to 128.
  • Each vertex can have up to 4 bones assigned to it.
Flip Y/Z Axes This option flips the Y and Z axes and inverts Y axis.
Flip Tangent Space Flips the sign of the binormal component of the tangent space.
Export Blend Shapes Exports blend shapes (i.e. morph targets).
Export Skin Clusters Exports skin clusters (i.e. skin controllers). You should check this option to export a skinned mesh.
Alignment Sets a point that will be used as the origin of coordinates:
  • World — use the origin of world coordinates.
  • Center — use the center of the model's bounding sphere.
  • Bottom — use the bottom of the model's bounding sphere.
  • Top — use the top of the model's bounding sphere.
Scale Scaling ratio. This value scales the size of a mesh. The default value of 1 means the mesh is exported without scaling.
Animation Range Sets the range of animation. To export only the bind pose of the model without animation, specify the 0 values in both fields. To export animation, specify the first and the last animation frame number.

To check whether the export is done successfully, choose Window -> General Editors -> Script Editor and check the following information:

Notice
The exported surfaces and animations will be sorted alphabetically.

Export Only Animation of Skinned Mesh#

To export the animation of Unigine skinned mesh into the *.anim file:

  1. Select a model whose animation you want to export into Unigine.
  2. Select File -> Export Selection... in the main menu.
  3. Choose UnigineMesh in the Files of type drop-down list.
  4. Specify the name of the exported file with the *.anim extension. For example: my_animation.anim.
  5. Click Export Selection.

Notice
The exported animations will be sorted alphabetically.

Import of Mesh and Skinned Mesh#

To import a Unigine-native mesh or skinned mesh into Maya:

  1. Select File -> Import in the main menu.
  2. Choose UnigineMesh in the Files of type drop-down list.
  3. Choose a file in *.mesh format.
  4. Click Import.
Last update: 10.10.2022
Build: ()