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battlenex

Arma toolkit for Maya

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Anyone ever heard of one available? I just love Maya so much and hate everything so much.

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there isn't such a thing because it really isn't needed...

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You hate everything? That's a bit extreme. 

 

If there's nothing of that nature available for Maya, it's just because there aren't any Maya users with enough interest or skill to do it. It might happen at some point. But currently It's just not an option. For the moment I think there's only 3 other apps catered for.

 

Max , Blender and I believe there's something for Modo.  I'm not sure about the feature lists they offer apart from Blender.  Which I suspect you hate. So I won't elaborate on it. :D

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max one is actiually partly absolete and not supported anymore...

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Anyone ever heard of one available? I just love Maya so much and hate everything so much.

 

If you love a 3d modeling program you obviously have not been modeling very long.  Choosing between a 3d modeling program is a lot like choosing between Donald Trump or Hillary Clinton.  They all suck.

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If you love a 3d modeling program you obviously have not been modeling very long.  Choosing between a 3d modeling program is a lot like choosing between Donald Trump or Hillary Clinton.  They all suck.

I hear Lewinsky sucks pretty good too, but then again I might be lying??

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But on topic, You could always make your model in maya then export the fbx and import it to blender and use the Arma toolkit in blender. 

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That is an option of course. But the Op's opening statement doesn't indicate it's one they'd like.

I just love Maya so much and hate everything so much.

 

I'm assuming that means, "I love Maya and hate everything else".  :)

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But on topic, You could always make your model in maya then export the fbx and import it to blender and use the Arma toolkit in blender.

stay away from .fbx files unless you wanna have some unexpected results after import...

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.fbx (2014 version IIRC) works fine from Maya for me if I triangulate the model before exporting

 

But IIRC PuFu's said he's had problems with it from Max, on models where faces have multiple UV sets.

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.fbx (2014 version IIRC) works fine from Maya for me if I triangulate the model before exporting

But IIRC PuFu's said he's had problems with it from Max, on models where faces have multiple UV sets.

;) it's not only max, the issue ia present using any fbx exporter version(2006-2014), from any software, for meshes with more than 1 uv set (max, maya, blender etc)

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so should we be sticking with obj or 3ds?

I will say that the max tools would be great if they still worked. i personally cant stand working in object builder and its time consuming to export lods to make quick fixes in 3ds max.

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.obj is not better than .fbx ... its actually worse. .3ds is best for OB (skinweight not supported though, only fbx can do it).

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