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  #1  
Old 04-14-2014, 07:03 AM
performlabrit performlabrit is offline
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Join Date: Oct 2013
Posts: 77
Update on exporting from Maya to Vizard?

I understand that Vizard is 3DsMax - centric, and that's fine. However, here at RIT, many of our students are trained initially on Maya. One of my students has been struggling to export a bump mapped maze from Maya into Vizard. I wonder if anyone has had any luck exporting models with bump mapping from Maya to Vizard. If so, what file type did you use? Or, has anyone tried to export an OSGB file from Maya with one of the 3rd party plugins available on the 'net?

- gD
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  #2  
Old 04-16-2014, 09:04 AM
shivanangel shivanangel is offline
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Move to Max. Our lab was originally Maya-centric, we made the switch and especially with Vizard 5 everything is far easier.
And with the latest releases of Max and Maya, moving assets back and forth is simple.
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  #3  
Old 04-17-2014, 12:56 PM
performlabrit performlabrit is offline
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Shiva: Although this is a suitable solution for those who will be working with me for an extended period, the requirement to learn a new complicated piece of software would discourage many. This is especially true for undergrads who want to do a senior project or something similar, in which time is a major issue.

So, I would still like to hear a response to my original questions:
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  #4  
Old 04-29-2014, 02:43 PM
performlabrit performlabrit is offline
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Note to all: I was told by Vizard to switch to Vizard 5, which supports bump mapping. Vizard 4, I infer, does not.
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  #5  
Old 04-29-2014, 03:10 PM
farshizzo farshizzo is offline
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Vizard 4 supports bump mapping and any other shader based effect. You just need write the shader code yourself. Vizard 5 has a new experimental feature for automatically generating the shader code from models exported from 3ds Max.
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