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Andrew Admire

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Message 6769 - Posted: 28 Sep 2007, 14:07:03 UTC

Would Maya ever be supported? Sence it is open source I thought it would be supported sooner than 3dsMax because it is not. Or does that have any bearing, open source or not?
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Message 6770 - Posted: 28 Sep 2007, 16:13:07 UTC - in response to Message 6769.  

Is Maya opensource?
Isn\'t both Maya and 3dsMAX owned and licensed by Autodesk?
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Andrew Admire

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Message 6774 - Posted: 28 Sep 2007, 22:01:39 UTC - in response to Message 6770.  

Is Maya opensource?
Isn\'t both Maya and 3dsMAX owned and licensed by Autodesk?


Maybe not. This is what it says on their site:

Award-winning Autodesk® Maya® software is a powerful, integrated 3D modeling, animation, effects, and rendering solution. Because Maya is based on an open architecture, all your work can be scripted or programmed using a well-documented and comprehensive API (application programming interface), or one of two embedded scripting languages. This, combined with an industry-leading suite of 3D tools, means Maya enables you to realize your creative ideas.

It says \"based on\" so maybe it\'s not. :(
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Message 6782 - Posted: 1 Oct 2007, 13:33:10 UTC

Being based on an open architecture only means that it has a well-defined API for interacting with it, that enables plugins to be quickly added in. It is certainly not Open Source!
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Message 6976 - Posted: 2 Nov 2007, 17:32:40 UTC

Here is the latest from AutoDesk. Maya 2008, couldn\'t you then create a way to import the Maya source files into BURP? Unless this just means to import into Maya?

What do you think?

The OpenMaya API/SDK
This key unlocks the power of the Maya® software architecture for programmers and technical directors.

Direct Access to Maya Software Functionality


Maya plug-ins and standalone applications that run from the Maya command line can be written using C++.
Maya scene hierarchy can be traversed with iterators.
Maya plug-ins can be registered to receive a comprehensive range of Maya messages.
Maya manipulators and locators can be created.
New types of Maya objects can be developed, including file translators, hardware shaders, surface shapes and MEL commands.
Existing Maya objects, such as geometry, lights, shaders, transforms, scene hierarchy, and dependency graph nodes can be queried and modified.
MEL scripts can be executed from C++.
The OpenMaya API is available from Python® scripting as well as C++.
Development Resources

OpenMaya API guide.
Maya Motion Capture API guide.
MEL Command reference guide.
OpenMaya API Class reference documentation: names each OpenMaya API / SDK class and is fully searchable and indexed.
Source code, project Makefiles and a Wizard on Windows for building examples and generating plug-in templates.
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Message 6977 - Posted: 2 Nov 2007, 22:25:01 UTC - in response to Message 6976.  

I haven\'t seen the newest version of Maya, but judging from previous versions and what you\'ve pasted, it sounds like that\'s just a way to write code that can be executed from within Maya... a way to make your own plugins and scripts. It\'s handy, but it doesn\'t mean that people who haven\'t paid for Maya can render Maya files. The same thing goes for Photoshop -- there\'s an API available so that you can build any plugins you\'d like, but to run them you still need to have Photoshop (and to run them legally you need a legal copy of Photoshop).

Someone in another thread suggested that BURP could let people set an option in their profiles that says \"I have Maya\" (or 3DS, etc) and that BURP could then send them jobs for whatever 3D packages they do have. That would be cool, but it would be a lot of work and a big change to BURP. From what I understand, interfacing with BURP would probably require some minor changes to the renderers, and since they\'re not open source it\'d be hard, impossible, and/or illegal to make those changes.

Why not export your Maya scene and then import it into Blender?
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Message 6980 - Posted: 3 Nov 2007, 13:05:33 UTC - in response to Message 6977.  

Why not export your Maya scene and then import it into Blender?


Well, if it would be that easy, BURP would see many more renders, don\'t you think?
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Message 6981 - Posted: 3 Nov 2007, 16:03:20 UTC - in response to Message 6980.  

Well, if it would be that easy, BURP would see many more renders, don\'t you think?


Depends on how many of the folks here have shelled out thousands of dollars for Maya, but are working on non-commercial projects that are big enough to need a renderfarm to complete.

...and more to the point: If the export/import process doesn\'t do it for ya, it\'s easier to fix Blender than it is to hack 3DS to work with BURP.
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Message 6982 - Posted: 6 Nov 2007, 11:12:31 UTC - in response to Message 6981.  

Depends on how many of the folks here have shelled out thousands of dollars for Maya, but are working on non-commercial projects that are big enough to need a renderfarm to complete.

...and more to the point: If the export/import process doesn\'t do it for ya, it\'s easier to fix Blender than it is to hack 3DS to work with BURP.


Maya is from Autodesk (3ds is a format type from 3d Studio Max) and I would love to fix Blender or even make Blender usable (some proper interface... -.-\') if I had programming skills (that I don\'t have).

Right now I can only hope that someone else (be it Janus or someone, who is good at programming) can convince the Blender Foundation to implement some good import functions or that at some point (in a few years as it seems ;-) )BURP allows some different render engines that are available for different platforms (like Gelato).
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Message 6983 - Posted: 6 Nov 2007, 17:08:28 UTC - in response to Message 6982.  

Ah yeah sorry about slipping back into 3DS -- I\'d written a bit that included the line \"judging from your other posts, I\'m guessing you\'re a 3DS user\" but ended up deleting that part in the interest of brevity... apparently at the expense of clarity. I was actually referring to the package as a whole, not the file format. Feel free to substitute the word \"Maya\" if it applies.

And I\'ve gotta agree -- I\'m really not a fan of Blender\'s GUI at all. They say it grows on you, but... I dunno. That\'s why I\'d rather model in Maya and bring the stuff over into Blender.

...and hope that one day BURP supports some other renderers (like MentalRay). ;-)
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Message boards : Client : Maya Support