UGX-Mods

Call of Duty 5: World at War => Applications & Tools => Custom Maps, Mods & Tools => 3rd-Party Applications & Tools => Topic started by: Aidan on October 18, 2013, 12:48:17 am

Title: [App] CoD Model Tools for Maya 2012+
Post by: Aidan on October 18, 2013, 12:48:17 am
VERSION 1.5.1
  + Added CoD4 XModel importing
  + Automatically exports black vertices as white (can disable this in the customization section at the top of the script)
  * Bug fixes

  Due to a bug in v1.5, this update has to be downloaded manually. Sorry! The bug should be fixed in this version though :)



This app exports XModels and XAnims (with notetrack support) from Maya 2012+,  and also has the same rigging and gunsleeve features that are in Treyarch's Maya 8.5 exporter. It can also import XModels from CoD5, and hopefully in future versions XAnims and from other CoDs too.

Note: Please inform me of any bugs found and I'll try to fix them :)

Installation

Note: If you have the old "CoDExportTools" version of this program, make sure to uninstall it first!

1) Download the script below and save it to My Documents\maya\<maya version>\scripts\.
2) In the same folder, create usersetup.mel (if you don't already have one). Add this code to the end of the file:
python("import CoDMayaTools");
3) Restart Maya

How to use

Everything is under the menu Call of Duty Tools at the top of the main window. Almost every button and object in the dialogs has a Tool Tip (mouse-hover text) that explains what it does, so check those for help.


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Demo model and animation made by Darkmapper(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F6tmMquM.gif&hash=b4cc40e3df741de8124de7d267d09e52)

Also
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FTxwIwwb.png&hash=02027100eb51fe4748a272295f88296f)
Title: Re: [App] Maya 2012/2013 XModel Export Tool
Post by: treminaor on October 18, 2013, 12:51:26 am
Awesome! Once some testing and evaluation is done we will add this program guide to the UGX Wiki  8)
Title: Re: [App] Maya 2012/2013 XModel Export Tool
Post by: Ray1235 on October 18, 2013, 05:23:11 am
Great job Aidan! You just made someones day! (not mine because I use the 8.5 version)
If youll make an anim exporter plus notetrack support then we would finally have an alternative to Maya 8.5!
Title: Re: [App] Maya 2012/2013 XModel Export Tool
Post by: Delta on October 18, 2013, 04:44:24 pm
Great, this will help many people who can't get Maya 8.5 but instead the student edition of the latest version  <3 <3

How long did it took to get it working? ;)
Title: Re: [App] Maya 2012/2013 XModel Export Tool
Post by: n123q45 on October 18, 2013, 04:55:24 pm
Can u make an xanim xport plugin?
Title: Re: [App] Maya 2012/2013 XModel Export Tool
Post by: mrthomas3697 on October 18, 2013, 05:43:20 pm
Thanks :) I've been searching forever for something like this. I've been using Blender but I can't wrap myself on how to port animations. So thanks very much  ;D
Title: Re: [App] Maya 2012/2013 XModel Export Tool
Post by: treminaor on October 18, 2013, 05:47:16 pm
Thanks :) I've been searching forever for something like this. I've been using Blender but I can't wrap myself on how to port animations. So thanks very much  ;D
This is only for xmodels currently - I don't know if he plans on doing an animation exporter or not.
Title: Re: [App] Maya 2012/2013 XModel Export Tool
Post by: Aidan on October 18, 2013, 08:00:09 pm
Great job Aidan! You just made someones day! (not mine because I use the 8.5 version)
If youll make an anim exporter plus notetrack support then we would finally have an alternative to Maya 8.5!

Thanks! I'll probably be making an animation exporter soon :)
Title: Re: [App] Maya 2012/2013 XModel Export Tool
Post by: mrthomas3697 on October 18, 2013, 08:04:08 pm
This is only for xmodels currently - I don't know if he plans on doing an animation exporter or not.


I meant that it's a step forward to xanim expoting from maya 2013 since with this we have xmodel export. I worded it incorrectly  ::)
Title: Re: [App] Maya 2012/2013 XModel Export Tool
Post by: n123q45 on October 18, 2013, 10:04:28 pm
it didnt work for me i have 11
Title: Re: [App] Maya 2012/2013 XModel Export Tool
Post by: treminaor on October 18, 2013, 10:05:03 pm
it didnt work for me i have 11
Well since the application is made for 2012 and 2013, I wouldn't expect 2011 to work...
Title: Re: [App] Maya 2012/2013 XModel Export Tool
Post by: n123q45 on October 18, 2013, 10:15:20 pm
Well since the application is made for 2012 and 2013, I wouldn't expect 2011 to work...
:(
Title: Re: [App] Maya 2012/2013 XModel and XAnim Export Tool
Post by: Aidan on October 30, 2013, 01:35:17 am
The exporter now supports XAnims with notetracks, and adds in the gunsleeve and viewmodel rig buttons!

Everything worked in the tests I did, but please inform me of any bugs :)
Title: Re: [App] Maya 2012/2013 XModel and XAnim Export Tool
Post by: Ray1235 on October 30, 2013, 06:03:55 am
Yay!
Title: Re: [App] Maya 2012/2013 XModel and XAnim Export Tool
Post by: A-Grand on October 30, 2013, 09:17:43 am
OMG, I've been waiting for something like this! Wow this is really great!
Title: Re: [App] Maya 2012/2013 XModel and XAnim Export Tool
Post by: Zombiejelly on October 30, 2013, 11:03:08 am
aiden you are a wizard, great to see you back! Maybe if you get some free time the fx for weather can get implemented on the ugx script placer. Nice program though, im sure there is alot of happy people ;D
Title: Re: [App] Maya 2012/2013 XModel and XAnim Export Tool
Post by: n123q45 on October 31, 2013, 02:18:19 am
How do you get a model to play an animation in game. Like your ball thingy
Title: Re: [App] Maya 2012/2013 XModel and XAnim Export Tool
Post by: mrthomas3697 on October 31, 2013, 05:01:45 pm
I know it's greedy but is it possible to make an option like the original tools where you could switch the gun in a viewmodel rig? (like the cod 4 m16 one) ::)
Title: Re: [App] Maya 2012/2013 XModel and XAnim Export Tool
Post by: n123q45 on November 02, 2013, 12:01:22 pm
i get an error when trying to xport a xanim:
(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fsnag.gy%2FT7LAY.jpg&hash=867e719a1bc3a9bedc18b57aa6858595)
Title: Re: [App] Maya 2012/2013 XModel and XAnim Export Tool
Post by: Aidan on November 02, 2013, 03:03:41 pm
i get an error when trying to xport a xanim:
(http://snag.gy/T7LAY.jpg)
Oops, I forgot to remove that line of code lol. I'll fix it soon and post an update. Either way, your getting that error because you didn't select any joints to export.


I know it's greedy but is it possible to make an option like the original tools where you could switch the gun in a viewmodel rig? (like the cod 4 m16 one) ::)
I can try :P
Title: Re: [App] Maya 2012/2013 XModel and XAnim Export Tool
Post by: Ray1235 on November 02, 2013, 05:03:54 pm
I know it's greedy but is it possible to make an option like the original tools where you could switch the gun in a viewmodel rig? (like the cod 4 m16 one) ::)
you can rename m16.VMGun.mb to m16nope.VMGun.mb and Maya will prompt for the file location and you can choose you VMGun file.
Title: Re: [App] Maya 2012/2013 XModel and XAnim Export Tool v1.1
Post by: Aidan on November 03, 2013, 10:27:49 pm
Updated to version 1.1!

+ Added feature to switch the gun in a weapon rig file
* Fixed trying to write to the export file before it was created
* Changed the "No joints selected; exporting with a default TAG_ORIGIN." warning to not create a warning dialog after export
* Other small random fixes
Title: Re: [App] Maya 2012/2013 XModel and XAnim Export Tool v1.1
Post by: Ray1235 on November 04, 2013, 06:23:23 am
WINS! :D
Title: Re: [App] Maya 2012/2013 XModel and XAnim Export Tool v1.1
Post by: SajeOne on November 04, 2013, 11:26:48 am
Newest UGX weapon was entirely animated with maya using this tool, works like a charm. :)
Title: Re: [App] Maya 2012/2013 XModel and XAnim Export Tool v1.1
Post by: Ray1235 on November 04, 2013, 11:44:16 am
Newest UGX weapon was entirely animated with maya using this tool, works like a charm. :)
Finally a reason to upgrade to maya 2013 student edition, thanks saje ;)
Title: Re: [App] Maya 2012/2013 XModel and XAnim Export Tool v1.1
Post by: mrthomas3697 on November 04, 2013, 02:05:46 pm
GREAT   :D ;D :o
Title: Re: [App] Maya 2012/2013 XModel and XAnim Export Tool v1.1
Post by: codmoddd1234 on December 01, 2013, 06:43:06 pm
Worked perfect with maya 2014. Same process to install.
Thanks.
Title: Re: [App] Maya 2012/2013 XModel and XAnim Export Tool v1.1
Post by: treminaor on December 01, 2013, 07:55:53 pm
Guide added to the UGX Wiki, courtesy of Aidan :)

http://ugx-mods.com/wiki/index.php?title=Maya_2012-2014_Xmodel_and_Xanim_Export_Tool (http://ugx-mods.com/wiki/index.php?title=Maya_2012-2014_Xmodel_and_Xanim_Export_Tool)
Title: Re: [App] Maya 2012/2013 XModel and XAnim Export Tool v1.1
Post by: elfenliedtopfan5 on January 28, 2014, 08:04:33 am
is there any reason why when i try and export it gives me this error ? http://i.imgur.com/BaH8QiK.png (http://i.imgur.com/BaH8QiK.png)  and i loaded up the window/plugin manager and click load on the on both of those file and it gives me error

http://i.imgur.com/JNcM5nM.png (http://i.imgur.com/JNcM5nM.png)  and reason why it dose this 
Title: Re: [App] Maya 2012/2013 XModel and XAnim Export Tool v1.1
Post by: Ray1235 on January 28, 2014, 10:47:29 am
is there any reason why when i try and export it gives me this error ? http://i.imgur.com/BaH8QiK.png (http://i.imgur.com/BaH8QiK.png)  and i loaded up the window/plugin manager and click load on the on both of those file and it gives me error

http://i.imgur.com/JNcM5nM.png (http://i.imgur.com/JNcM5nM.png)  and reason why it dose this
Select hierarchy, but DESELECT things that are not meshes or joints.
Title: Re: [App] Maya 2012/2013 XModel and XAnim Export Tool v1.1
Post by: Rollonmath42 on March 06, 2014, 02:24:28 am
I tried running a model through Black Ops 1's Asset Manager after exporting the model with the tool in 2012 64-bit and it came up with this error and doesn't convert the model:
http://prntscr.com/2ya2um (http://prntscr.com/2ya2um)
But if Treyarch's tool for Maya 8.5 is used on the same model, it works fine.

*Fixed image, failed with url :P*
Title: Re: [App] Maya 2012/2013 XModel and XAnim Export Tool v1.1
Post by: Aidan on March 06, 2014, 02:49:51 am
I tried running a model through Black Ops 1's Asset Manager after exporting the model with the tool in 2012 64-bit and it came up with this error and doesn't convert the model:
http://prntscr.com/2ya2um (http://prntscr.com/2ya2um)
But if Treyarch's tool for Maya 8.5 is used on the same model, it works fine.

*Fixed image, failed with url :P*

I've seen that error before with WaW (with both Treyarch's and my tool), and I'm not sure what causes it. Either way, the tool was designed for WaW so there are going to be problems when using it for other CoDs.
Title: Re: [App] Maya 2012/2013 XModel and XAnim Export Tool v1.1
Post by: Rollonmath42 on March 06, 2014, 03:04:37 am
I just now tested to see if it works with WaW and it doesn't work either, strange though that it works with the Treyarch version of the tool and not yours. Could there be something within the code for verts that makes it non-working?
Title: Re: [App] Maya 2012/2013 XModel and XAnim Export Tool v1.1
Post by: Aidan on March 06, 2014, 03:09:57 am
I just now tested to see if it works with WaW and it doesn't work either, strange though that it works with the Treyarch version of the tool and not yours. Could there be something within the code for verts that makes it non-working?

I'm not sure. None of your surfaces according to that export screen have a tri/vert ratio greater than 8.20144 like it says, so it's probably another one of CoD's cryptic and stupid errors. It could have something to do with bad geometry, though I don't know much about modeling. Try triangulating the model before you export (even though the exporter should do that anyways).
Title: Re: [App] Maya 2012/2013 XModel and XAnim Export Tool v1.1
Post by: treminaor on March 06, 2014, 03:14:33 am
I had that error the other day when I used the plugin for the first time - struggling to remember how I fixed it.
Title: Re: [App] Maya 2012/2013 XModel and XAnim Export Tool v1.1
Post by: Rollonmath42 on March 06, 2014, 03:22:19 am
Weird, fixed it by doing Average Normals...

Edit: Actually, it worked when I didn't select any joints for exporting. When I selected the joints and exported it, it gave the error. It also changed the Tri_Vert_Ratio number now from 8.20144 to 8.26087.
Title: Re: [App] Maya 2012/2013 XModel and XAnim Export Tool v1.1
Post by: Aidan on March 06, 2014, 03:35:59 am
Weird, fixed it by doing Average Normals...

Edit: Actually, it worked when I didn't select any joints for exporting. When I selected the joints and exported it, it gave the error. It also changed the Tri_Vert_Ratio number now from 8.20144 to 8.26087.

Yeah... CoD is weird. Sorry :/
Title: Re: [App] Maya 2012/2013 XModel and XAnim Export Tool v1.1
Post by: zombie madness on March 26, 2014, 09:16:49 pm
it says on the plug in in maya a update is avalable please check ugx-mods for more info it dosnt download it
Title: Re: [App] Maya 2012/2013 XModel and XAnim Export Tool v1.1
Post by: Aidan on March 26, 2014, 10:11:46 pm
it says on the plug in in maya a update is avalable please check ugx-mods for more info it dosnt download it

Download the update from the download button on the first post. Just replace your old script file with the new one.

Post Merge: March 27, 2014, 01:27:10 am
Okay, I think I fixed the excessive TRI_VERT_RATIO errors with this exporter. Of course, the error will still happen if something is wrong with your model, but it should happen less often now. :)

Download the 1.3 update to get the fix.
Title: Re: [App] Maya 2012/2013 XModel and XAnim Export Tool v1.1
Post by: treminaor on March 27, 2014, 01:33:08 am
Awesome!
Title: Re: [App] Maya 2012/2013 XModel and XAnim Export Tool v1.4
Post by: iBarnett on April 22, 2014, 06:15:53 pm
In the same folder, create usersetup.mel (if you don't already have one). Add this code to the end of the file:
Code: [Select]
python("import CoDExportTools");

im unclear on where this is going?? where do i add this file?? please help. do i create a new .mel file and just add that line of code in or do i add it to your script that i downloaded from you... sorry not very good at placing scripts or changing/adding them
Title: Re: [App] Maya 2012/2013 XModel and XAnim Export Tool v1.4
Post by: Aidan on April 22, 2014, 07:48:22 pm
In the same folder, create usersetup.mel (if you don't already have one). Add this code to the end of the file:
Code: [Select]
python("import CoDExportTools");

im unclear on where this is going?? where do i add this file?? please help. do i create a new .mel file and just add that line of code in or do i add it to your script that i downloaded from you... sorry not very good at placing scripts or changing/adding them

In your "My Documents\maya\<maya version>\scripts\" folder, check to see if you have a file called "usersetup.mel". If you don't have it, create it. (Make sure you don't accidentally name it usersetup.mel.txt if you have "hide extensions for known file types" enabled.) Open it with Notepad (not WordPad) or some other script editor and add this line to the end of the file:

python("import CoDExportTools");
The "CoDExportTools.py" script you downloaded should go in the same folder as the usersetup.mel, but you don't need to change anything in it.

Once you do all that, restart Maya and if you did it correctly you should see a "Call of Duty 5 Tools" menu at the top of the main window.
Title: Re: [App] Maya 2012/2013 XModel and XAnim Export Tool v1.4
Post by: iBarnett on April 22, 2014, 09:17:33 pm
In your "My Documents\maya\<maya version>\scripts\" folder, check to see if you have a file called "usersetup.mel". If you don't have it, create it. (Make sure you don't accidentally name it usersetup.mel.txt if you have "hide extensions for known file types" enabled.) Open it with Notepad (not WordPad) or some other script editor and add this line to the end of the file:

python("import CoDExportTools");
The "CoDExportTools.py" script you downloaded should go in the same folder as the usersetup.mel, but you don't need to change anything in it.

Once you do all that, restart Maya and if you did it correctly you should see a "Call of Duty 5 Tools" menu at the top of the main window.
Thanks man got it working.
Title: Re: [App] Maya 2012/2013 XModel and XAnim Export Tool v1.4
Post by: ProGamerzFTW on May 19, 2014, 01:42:48 pm
I edit an anim and looks fine in the editor, and when I export it to xanim_export and convert it with assetmanager it doesnt work ingame, then i reconvert with tom's anim tools back into a tanim, the animation is lost.

1. Edited a viewmodel ads_up anim, looks fine in maya.
2. Selected everything and exported to xanim at 30FPS from frame range 0-12
3. Converted in assetmanager unchecking "use bones" and setting to relative, setting the xanim and xmodel
4. Compiled, animation doesn't work.
5. Reconverted with toms xanim tools.
6. Loaded the animation in maya, there is no animation, but still 12 frames.

Why is this happening? D:

Edit: I tried importing an anim and exporting it through maya without editing anything, and it glitched my anim, once again, no animation, like its exporting a anim file with no animation, even though there is clearly animation. D:

Edit2: Solved.
Title: Re: [App] Maya 2012/2013 XModel and XAnim Export Tool v1.4
Post by: InFInIX on May 25, 2014, 04:34:54 pm
Thank you for this man!
I haven't Exported anims yet but the models works fine!
can you tell me how i can change the names of the materials because there were exported wit a ":" in it and i can't export materials with it in...
Title: Re: [App] Maya 2012/2013 XModel and XAnim Export Tool v1.4
Post by: pashan on May 25, 2014, 04:49:24 pm
does it work for 2015?
Title: Re: [App] Maya 2012/2013 XModel and XAnim Export Tool v1.4
Post by: Aidan on May 25, 2014, 05:12:10 pm
Thank you for this man!
I haven't Exported anims yet but the models works fine!
can you tell me how i can change the names of the materials because there were exported wit a ":" in it and i can't export materials with it in...

Thanks :)
I think you can change the material name by selecting an object using that material, and then in the Attribute Editor go to the material tab and changing the name in the text box. The ":" probably means you have two separate materials with the same name, I would guess (":" and "|" are Maya's DAG path separators), so make sure each material has a unique name. I'm not very good with Maya, sorry.

does it work for 2015?

I've only tested up to 2014, but it probably works.
Title: Re: [App] Maya 2012/2013 XModel and XAnim Export Tool v1.4
Post by: n123q45 on May 25, 2014, 10:25:36 pm
this works, ive animated several guns via it :)
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: Aidan on June 04, 2014, 03:15:46 am
Just updated to Version 1.5, with some cool new features :D The tools can now import CoD5 models, including the skeleton rig and can add IK Handles on character models. I also added an IWI to DDS converter, and the script will auto update now.

For future versions, I'm planning to add in XAnim importing, and then add in support to import models/anims from CoD4 and from FastFiles.

The name of the project changed from CoDExportTools to CoDMayaTools, so you need to uninstall the previous version first before installing the new version! (Just change the name of the file in your usersetup.mel file to the new name.)
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: haxman123 on June 04, 2014, 02:57:46 pm
Just updated to Version 1.5, with some cool new features :D The tools can now import CoD5 models, including the skeleton rig and can add IK Handles on character models. I also added an IWI to DDS converter, and the script will auto update now.

For future versions, I'm planning to add in XAnim importing, and then add in support to import models/anims from CoD4 and from FastFiles.

The name of the project changed from CoDExportTools to CoDMayaTools, so you need to uninstall the previous version first before installing the new version! (Just change the name of the file in your usersetup.mel file to the new name.)

This should be very useful :D
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: Chunkdogg9 on June 05, 2014, 05:29:38 am
Is there a good tut on exporting models with this plugin. Cause its really confusing ???
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: SajeOne on June 05, 2014, 05:33:48 am
Is there a good tut on exporting models with this plugin. Cause its really confusing ???
http://ugx-mods.com/wiki/index.php?title=Maya_2012-2014_Xmodel_and_Xanim_Export_Tool (http://ugx-mods.com/wiki/index.php?title=Maya_2012-2014_Xmodel_and_Xanim_Export_Tool)

... I don't see how it could be that confusing. It's as simple as selecting a location to save the file, selecting what you want to export and hitting "export selected".
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: Chunkdogg9 on June 05, 2014, 05:37:41 am
I would rather a tut that explains how to get it from maya to waw
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: SajeOne on June 05, 2014, 05:57:13 am
I would rather a tut that explains how to get it from maya to waw
http://youtu.be/qmwHUlI4y50?t=10m47s (http://youtu.be/qmwHUlI4y50?t=10m47s)
(Skip to 10:47)
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: DidUknowiPwn on June 05, 2014, 05:57:29 pm
If project is "CoD Model Tools" why is deFaultfolder set for WaW? (I  mean it's irritating for me to go back 3 folders because I do stuff in CoD4, CoD5 and, BO.)
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: Aidan on June 05, 2014, 06:07:21 pm
If project is "CoD Model Tools" why is deFaultfolder set for WaW? (I  mean it's irritating for me to go back 3 folders because I do stuff in CoD4, CoD5 and, BO.)

Well right now it only supports CoD5, but I'm working on adding support for other CoD games. If you want it to use another root folder, you can use the "Set Root Folder" button in the menu.
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: n123q45 on June 05, 2014, 06:11:51 pm
Well right now it only supports CoD5, but I'm working on adding support for other CoD games. If you want it to use another root folder, you can use the "Set Root Folder" button in the menu.
SPOILER: cod bo2 support comming soon :)  :lol:
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: Aidan on June 05, 2014, 06:13:09 pm
SPOILER: cod bo2 support comming soon :)  :lol:

Coming? Maybe. Soon? No.
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: DidUknowiPwn on June 05, 2014, 06:21:24 pm
Well right now it only supports CoD5, but I'm working on adding support for other CoD games. If you want it to use another root folder, you can use the "Set Root Folder" button in the menu.
Tried doing it but since your tool reads default folder and actually adds 'xmodel'/'xanim' to the folder path it breaks.
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: Aidan on June 05, 2014, 06:27:15 pm
Tried doing it but since your tool reads default folder and actually adds 'xmodel'/'xanim' to the folder path it breaks.

For exporting, it exports the .xmodel_export or .xanim_export the wherever the save path is. For importing, it uses the path "<given root folder>/raw/(xmodel, xmodelsurfs, xmodelparts, images, materials)". A single model uses info from 5 different folders, so having it base the path on the current root folder is easiest. If the root folder given doesn't have those folders, it won't be able to import a model. Any CoD root folder has those folders, but right now the tool will only work for CoD5 models, so you shouldn't be using it for any other CoD games anyways.
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: Aidan on June 30, 2014, 05:16:11 am
Updated to version 1.5.1, which adds CoD4 model importing, and some bug fixes. Due to a bug in version 1.5, this update cannot be downloaded through the auto-updater, and you will have to download it manually (just replace the existing script with the new one).
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: sgray97 on July 03, 2014, 12:26:53 am
so i have used this tool for the f2000 and scar-h from mw2 it worked fine for those guns but when i tried animating black ops 2 weapons it just gives me a jacked up idle animation and ive selected all the joints needed in the file any idea on how to fix it>
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: DidUknowiPwn on July 03, 2014, 01:15:20 am
so i have used this tool for the f2000 and scar-h from mw2 it worked fine for those guns but when i tried animating black ops 2 weapons it just gives me a jacked up idle animation and ive selected all the joints needed in the file any idea on how to fix it>
In Maya or in-game?
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: Sgray on July 03, 2014, 02:32:21 am
In game the animations are messed up and in maya they work perfectly
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: Aidan on July 03, 2014, 03:44:32 am
so i have used this tool for the f2000 and scar-h from mw2 it worked fine for those guns but when i tried animating black ops 2 weapons it just gives me a jacked up idle animation and ive selected all the joints needed in the file any idea on how to fix it>

It only works on CoD5 guns, sorry.

Edit: If you are trying to port a mw2/BO gun to WaW, yes that is possible with this tool but I'm not sure what your problem is. (I should probably learn how to model and animate....)
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: DidUknowiPwn on July 03, 2014, 05:07:20 am
In game the animations are messed up and in maya they work perfectly
PM me and I'll help you out.
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: sanya_rnd on July 07, 2014, 09:14:48 pm
Script seems to work, but source looks terrible. You have to read about structs at least. It's just a pain to see avoiding OOP in languange that mostly rely on it.
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: Aidan on July 07, 2014, 09:31:54 pm
Script seems to work, but source looks terrible. You have to read about structs at least. It's just a pain to see avoiding OOP in languange that mostly rely on it.

Sorry :/ This is pretty much my only Python project, and I'm not very familiar with OOP in Python. I could try to learn Python OOP and apply it to this project in a future update, if I get bored sometime :P
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: sanya_rnd on July 07, 2014, 11:09:05 pm
It's simple as it is.

Just make class and put vars in it like:
class <MyClass>():
    <var1> = <val1>
    ... etc
then just use it <MyClass>.<var1>

for structs it's pretty simple:
class <MyStruct>():
    def __init__(x, y, z):
        self.<any_name> = x
        ....
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: picklebump on July 15, 2014, 06:20:29 pm
does not load on maya 2015
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: R00feR on July 16, 2014, 04:53:25 pm
does not load on maya 2015
For me work in Maya 2015 but 1 thing i notice is that after import eny model u need to flip normals  ;)
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: Aidan on July 16, 2014, 08:36:51 pm
For me work in Maya 2015 but 1 thing i notice is that after import eny model u need to flip normals  ;)

Is that only for Maya 2015, or for all versions? The normals are determined by the order of the vertices, so I might be loading them backwards, or Maya 2015 might have a different vertex order.
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: Sgray on September 15, 2014, 10:46:22 pm
so for some reason maya crashes when i import a .tanim file for my gun has anybody had a problem like this?
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: SajeOne on September 15, 2014, 11:16:33 pm
so for some reason maya crashes when i import a .tanim file for my gun has anybody had a problem like this?
t-anims aren't relevant to this plugin, please ask in a new topic.
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: Rorke on September 19, 2014, 06:30:24 pm
so for some reason maya crashes when i import a .tanim file for my gun has anybody had a problem like this?
no well i havnt
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: Harry Bo21 on September 20, 2014, 10:37:54 am
youve not set it up right, i had this until i redid it, plus you need to drag the model and arms in first
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: SajeOne on September 20, 2014, 02:41:55 pm
Enough with the off topic posts. If the person with the question wants to post a help topic he can, otherwise this is not the place to have this discussion.
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: Markgasus on October 01, 2014, 04:52:28 am
Does this work with 3DS Max?
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: treminaor on October 01, 2014, 05:01:18 am
Does this work with 3DS Max?
No...
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: Gunrock12 on October 22, 2014, 08:23:59 am
I have maya 2012 on windows 7  and i set it all up just like the instructions said.
yet when i load up maya i don't see Call of Duty 5 Tools menu at the top of the main window?

Is it located upper left top menu or something? My set up is C:\Users\curtis\Documents\maya\2012-x64\scripts--->usersetup.mel
the two plugins CoDExportTools.py and CoDMayaTools.py all in same script folder.


I need help please :'(
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: R00feR on October 22, 2014, 09:53:08 am
Hi... did u add this in your usersetup.mel ?

python("import CoDMayaTools");
python("import CoDExportTools");

eny way why u want to load old plugin?  (CoDExportTools)  ???
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: Gunrock12 on October 22, 2014, 01:17:50 pm
Yes when i open up my  usersetup.mel it reads:   python("import CoDMayaTools");

The old plugin CoDExportTools works for CoD1 version.

What i was trying to do is see if i can converte cod5 animations to be used with cod1 character models.

Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: CrypticSniperrr on October 31, 2014, 06:23:04 am
How come my CoD 5 tools tab does not show up in my maya? i have 2012 and i did the documents->maya-> 2012 x64-> scripts and i put the CoDMayaTools in there and also the usersetup.mel. And it still dosent show up. Also does the usersetup.mel have to be a file or a text document? Please help!!1
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: Gunrock12 on November 03, 2014, 04:07:42 pm
It has to be a  text document. The set up is simple but yet i can't get the cod5 tools tab to pop up!
How did you guys on ugx mod get it all set up and working before the plugin update?
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: C20Dragon on November 15, 2014, 06:59:05 am
Hello members of UGX,

   I'm trying to get the CoDMayaTools to work on Maya 2012 x64. Just as the other people have posted before me. I do what the tutorial says to do but I don't see any button at the top of Maya.

Any help would be appreciated. I am new to Maya so maybe do I have to enable it in the window?

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FietTXjd.png&hash=56ecb84c359b35803a1e990676e4793d)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FsgIqmat.png&hash=48cd04054cb40feb15d25f117def1f77)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FSuIm1Qo.png&hash=41cb391aeebe703f1965a216b47133d3)
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: Aidan on November 16, 2014, 02:23:02 am
Hello members of UGX,

   I'm trying to get the CoDMayaTools to work on Maya 2012 x64. Just as the other people have posted before me. I do what the tutorial says to do but I don't see any button at the top of Maya.

Any help would be appreciated. I am new to Maya so maybe do I have to enable it in the window?

(http://i.imgur.com/ietTXjd.png)

(http://i.imgur.com/sgIqmat.png)

(http://i.imgur.com/SuIm1Qo.png)

I'm not sure what's wrong, what you did should be working. But try this:

In Maya, go to the top menu bar: Window > General Editors > Script Editor
In the Script Editor window, at the bottom half of the window click the Python tab.
In the textbox below, type import CoDMayaTools. Press the blue SINGLE arrow at the top of the window.
If it worked, the Call of Duty Tools menu should appear in the main Maya window. If it didn't work, there will probably be an error message in the log on the top half of the Script Editor window.

If it didn't work, in the Script Editor window bottom half (in Python tab!) copy the following code:
import sys
sys.path.append("<path to scripts folder>")
import CoDMayaTools
Replace the <path to scripts folder> with the path to your scripts folder (where the usersetup.mel is), but for each slash use TWO backslashes. For example, mine would look like this:
sys.path.append("C:\\Users\\Aidan\\Documents\\maya\\2012-x64\\scripts\\")
Again, press the single blue arrow button at the top of the Script Editor and if it worked, the Call of Duty tools menu should appear.

Both of those are temporary fixes, and you would have to do them every time you start Maya. Tell me if either of them works, and I'll try to figure out a permanent fix :)
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: C20Dragon on November 16, 2014, 04:02:20 am
Sorry that didn't work both options gave me an error:

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FQujwivH.png&hash=5bd74419995a651f02be814867ce3904)

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FyS2lx5H.png&hash=0cd0949f3b1b4491afa0d5a3e16cec90)
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: Aidan on November 16, 2014, 04:47:05 am
Sorry that didn't work both options gave me an error:

(http://i.imgur.com/QujwivH.png)

(http://i.imgur.com/yS2lx5H.png)

That is very strange, the error doesn't make any sense. Try going to the MEL tab and putting in python("import CoDMayaTools"); , and then run it with the same arrow button. If you get still get the same error, I hate to say it but you might want to try reinstalling Maya. The error your getting is an indentation error, but the indentation is perfectly fine, which might mean something is wrong with Maya's Python.
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: C20Dragon on January 19, 2015, 03:50:25 am
I got it working. I figure I try it again.  thank you I was using the wrong startup Icon. I was using the maya instead of maya 2012 64 bit. Once I used the 64 bit I saw the option at the top. :-[
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: simpelsat on January 28, 2015, 03:18:37 pm
i have maya 2015 :)
and i have it intalled at when i start it up it doesn't so up. :'(
so i used the scrip editor and it work.  :D
but when i shut it down and start it up it doesn't show up >:(
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: RamboBadass on January 28, 2015, 09:25:15 pm
http://imgur.com/4KXAeG7 (http://imgur.com/4KXAeG7)

error a friend got with a simple cube
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: Aidan on January 29, 2015, 01:28:37 am
i have maya 2015 :)
and i have it intalled at when i start it up it doesn't so up. :'(
so i used the scrip editor and it work.  :D
but when i shut it down and start it up it doesn't show up >:(

I haven't tested it in Maya 2015, so I'm not sure it works. I asked someone who has maya 2015 if he can test it, so I'll tell you what he finds when he tests it. But it sounds like you messed up your usersetup.mel, I'm not sure what you did wrong though.

http://imgur.com/4KXAeG7 (http://imgur.com/4KXAeG7)

error a friend got with a simple cube


Looks like something is wrong with his UV map, because the error is happening when it tries to get the UVs off of a poly. I have no idea how to UV map stuff in Maya, so I'm not really sure how to fix that, sorry. Maybe try redoing them?
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: RamboBadass on January 29, 2015, 05:31:37 am
Thx man
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: simpelsat on January 29, 2015, 04:05:36 pm
i don't have much in the usersetup.mel
only rays animation toolkit and this
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: Abrax1995 on March 05, 2015, 08:31:10 pm
Can you help me figure out what is causing this error? http://imgur.com/rrbj4dR (http://imgur.com/rrbj4dR)
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: HitmanVere on March 05, 2015, 11:08:46 pm
Can you help me figure out what is causing this error? http://imgur.com/rrbj4dR (http://imgur.com/rrbj4dR)

This error looks almost identical with this:

http://imgur.com/4KXAeG7 (http://imgur.com/4KXAeG7)
error a friend got with a simple cube
:mother:
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: Sebra on July 10, 2015, 08:29:58 pm
http://prntscr.com/7r7ddr (http://prntscr.com/7r7ddr)   HELP HELP HELP PLEASE SOMEONE QWQ
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: hajhaka on July 20, 2015, 09:02:50 pm
Does this work for maya 8.5 and where do i paste my .py file?
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: Harry Bo21 on July 21, 2015, 03:49:38 am
Does this work for maya 8.5 and where do i paste my .py file?

CoD Model Tools for Maya 2012+
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: Sebra on July 21, 2015, 01:26:21 pm
http://prntscr.com/7v8p2z (http://prntscr.com/7v8p2z)   Help?!
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: AggressiveVideos on August 04, 2015, 12:22:20 am
What kind of file should I create in my documents > maya > 2016 > scripts?
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: ProGamerzFTW on August 04, 2015, 01:34:10 am
What kind of file should I create in my documents > maya > 2016 > scripts?

Says it in the post.

Quote
Note: If you have the old "CoDExportTools" version of this program, make sure to uninstall it first!

1) Download the script below and save it to My Documents\maya\<maya version>\scripts\.
2) In the same folder, create usersetup.mel (if you don't already have one). Add this code to the end of the file:
python("import CoDMayaTools");
3) Restart Maya
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: nikfar1 on October 16, 2015, 11:18:57 am
hi aidan thanks for this plugin + res
why this part of your plugin is disable?  : ...from fastfile
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: rojok on October 27, 2015, 05:30:46 am
I am getting an error on maya 2016 windows 7 64 bit whenever i attempt to import x-models. the error reads:
Error: WindowsError: file C:/users/(myusername)/Documents/maya/scripts\CoDMayaTools.py line 498: 3

If you could help me with this it would be appreciated.
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: alext03134 on April 22, 2016, 12:22:41 am
this ,ay be a stupid question, but how do you make (or get) usersetup.mel?? Sorry for being retarded.
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: michaeladean on August 18, 2016, 10:20:32 pm
# Error: NameError: file <maya console> line 1: name 'CoDMayaTools' is not defined..... i get that error when i click on export xmodel..HELPP
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: ADONUTPERSON on August 24, 2016, 01:32:25 am
Its not working please help I did what is said to do please.

Double Post Merge: August 24, 2016, 05:50:12 pm
# Error: NameError: file <maya console> line 1: name 'CoDMayaTools' is not defined it says this can some one help
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: trains4days on August 27, 2016, 05:09:23 am
[
1) Download the script below and save it to My Documents\maya\<maya version>\scripts\.
2) In the same folder, create usersetup.mel (if you don't already have one). Add this code to the end of the file:
python("import CoDMayaTools");
3) Restart Maya


I followed these instructions exactly and nothing shows up in Maya. I am using Maya 2014, and I had to create usersetup.mel so nothing was in it and I copied   python("import CoDMayaTools");  into the file and then saved it and opened Maya, I dont get an error, there just isnt the CodMayaTools tab on the top. Ive been trying this for a few hours and nothing seems to work. Any help is great thanks.
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: enderfilms910 on October 02, 2016, 01:45:21 am
It doesn't seem to work with maya 2017
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: ItsJiinzo on October 07, 2016, 03:33:53 pm
I am Having A Problem with it
i did all what the tutorial said and all that stuff but didnt work
i put it in the plug-ins folder in bin and semi worked till i wanted to export something
it just gave me this

https://gyazo.com/f388a4478abc4ec97b57a4b4cd67b713
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: Jacobsmob on October 23, 2016, 12:02:22 am
I'm having an error I can't seem to solve. I've put a black down and was able to port that into BO3, but I think as soon as I edit it(add divisions and model something that looks good) then port it, I get an error in APE saying it can read it.

I've exported other parts of it (scaled up cylinders and the perk bottle model) and they worked fine being able to be put into APE. I've been trying for almost 2 days to fix this but I can't. Anyone now how to properly export custom models?
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: Riskeh on October 26, 2016, 07:46:12 pm
Getting this when trying to export:

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fimage.noelshack.com%2Ffichiers%2F2016%2F43%2F1477510460-s7mu5ojkqryl-802-26-10-2016at21-32-16.jpg&hash=94d72f24aeb64b5cc25b8865923cefde)

help please I tried with Maya 2015 and 2016 :(
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: epictz06 on February 10, 2017, 09:45:49 am
(https://i.imgur.com/AGqDRDq.jpg)

i have this error on maya help me pls :(
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: GandalftheBlond on March 05, 2017, 02:07:40 am
Could someone walk me through this? I'm a map editing/Maya virgin and I have no clue what I'm doing.  Please PM me through my Steam http://steamcommunity.com/profiles/76561198101652558/ (http://steamcommunity.com/profiles/76561198101652558/)
Thanks
-OG
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: klas96 on May 28, 2017, 03:41:46 am
the download just resets every time I try to download from the Mediafire site
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: h00dedsn1per on October 03, 2017, 03:59:50 pm
Getting this when trying to export:

(http://image.noelshack.com/fichiers/2016/43/1477510460-s7mu5ojkqryl-802-26-10-2016at21-32-16.jpg)

help please I tried with Maya 2015 and 2016 :(
Does anyone know the fix for this? I get this error aswell
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: Scobalula on October 03, 2017, 05:39:43 pm
Does anyone know the fix for this? I get this error aswell

This has been fixed in newer version by Ray and I: https://github.com/Ray1235/CoDMayaTools/releases
Title: Re: [App] CoD Model Tools for Maya 2012+
Post by: h00dedsn1per on October 04, 2017, 03:34:41 pm
Thankyou