从 Maya 导入 XNA 曲线?
我正在尝试将 Maya 的运动曲线导入到我的 XNA 游戏中,但我不知道如何操作。基本上我想通过它的名称来捕获曲线,并在不同时间点查找它的值。
曲线是否导出到 FBX 中?如果没有,那么如何捕捉它?
编辑:Maya 可以导出到 Maya ASCII,我尝试解析它,但我不确定应该使用什么公式来重新创建曲线。
这是定义典型曲线的 Maya ASCII 段:
createNode transform -name "curve1";
createNode nurbsCurve -name "curveShape1" -parent "curve1";
setAttr -keyable off ".visibility";
setAttr ".cached" -type "nurbsCurve"
3 11 0 no 3
16 0 0 0 1 2 3 4 5 6 7 8 9 10 11 11 11
14
-4.9774564508407968 0 -6.8331005825440476
-5.5957526204336077 0 -5.5944567905896161
-6.8323449596191823 0 -3.1171692066807277
-5.6935230034445992 0 3.3047128765440847
-1.6528787527978079 0 8.8676235621397499
7.5595909161095838 0 10.325347443191644
9.2297347448508607 0 8.5586791722955731
10.0730315036276 0 0.93412333819133941
5.9770106513247976 0 3.7809964481624871
2.9006817236214149 0 -3.3327711853359037
11.373191256465434 0 -4.6672854260704906
4.5697574985247682 0 -14.178349348937205
2.4191279569332935 0 -11.415532638650156
1.3438131861375628 0 -10.034124283506653
;
我设法在某处找到文件格式参考,这里的重要信息是结索引(16 0 0 0 1 2 3 4 5 6 7 8 9 10 11 11 11
)和坐标(所有行都包含三个数字)。
但是,我仍然不知道如何重新创建曲线。我在 google 上搜索了很多 nurbscurves、bsplines 等,但无法成功地将 Maya 中的结果与我能找到的任何代码进行匹配。
I am trying to import a movement curve from Maya into my XNA game, but I cannot figure out how. Basically I want to catch the curve by it's name, and look up its values at different points of time.
Are curves exported into FBX at all? And, if not, then how to catch it?
Edit: Maya can export to Maya ASCII, and I tried to parse it, but I am not sure what formula I should use to recreate the curve.
Here is a Maya ASCII segment defining a typical curve:
createNode transform -name "curve1";
createNode nurbsCurve -name "curveShape1" -parent "curve1";
setAttr -keyable off ".visibility";
setAttr ".cached" -type "nurbsCurve"
3 11 0 no 3
16 0 0 0 1 2 3 4 5 6 7 8 9 10 11 11 11
14
-4.9774564508407968 0 -6.8331005825440476
-5.5957526204336077 0 -5.5944567905896161
-6.8323449596191823 0 -3.1171692066807277
-5.6935230034445992 0 3.3047128765440847
-1.6528787527978079 0 8.8676235621397499
7.5595909161095838 0 10.325347443191644
9.2297347448508607 0 8.5586791722955731
10.0730315036276 0 0.93412333819133941
5.9770106513247976 0 3.7809964481624871
2.9006817236214149 0 -3.3327711853359037
11.373191256465434 0 -4.6672854260704906
4.5697574985247682 0 -14.178349348937205
2.4191279569332935 0 -11.415532638650156
1.3438131861375628 0 -10.034124283506653
;
I managed to find the file format reference somewhere, the important info here is the knot indexes (16 0 0 0 1 2 3 4 5 6 7 8 9 10 11 11 11
) and the coordinates (all lines containing three numbers).
But, I still have no idea how to recreate the curve. I googled a lot for nurbscurves, bsplines etc, but could not successfully match the result in Maya with any code I could find.
如果你对这篇内容有疑问,欢迎到本站社区发帖提问 参与讨论,获取更多帮助,或者扫码二维码加入 Web 技术交流群。
绑定邮箱获取回复消息
由于您还没有绑定你的真实邮箱,如果其他用户或者作者回复了您的评论,将不能在第一时间通知您!
发布评论
评论(1)
我通过以 Ascii 格式导出曲线并手动解析文本在 3dsmax 中实现了这一点,Maya 有这样的导出器吗?
I've achieved this in 3dsmax by exporting the curve in Ascii format and parsing the text manually, does Maya have any such exporter?