[x3d-public] RawKee - mGear Rigging Framework - Character Export Test
Bergstrom, Aaron
aaron.bergstrom at und.edu
Wed Dec 10 21:29:59 PST 2025
All,
Below are two YouTube videos showing export tests for character export from Maya using RawKee for content rigged using the mGear Rigging Framework for Maya.
* mGear Rigging Framework - https://mgear-framework.com/
* CGE Skin export Test 1 - https://www.youtube.com/watch?v=HpNWXcUhhzc
* CGE Skin export Test 2 - https://www.youtube.com/watch?v=oNO8iUVeg6A
The difference between this export and the 1st export is that it does not traverse the actual mGear skeleton.
Test One
The exporter traversed the mGear skeleton to extract the mesh, the skeleton, and weighting info, and then wrote that data out to the X3D file as a CGE Skin character.
Test Two
I wrote a setup function that gets executed through a QPushButton in a RawKee GUI. This setup function duplicates the mGear skeleton to a RawKee skeleton (it's just a regular Maya joint skeleton), transfers the skin to the new RawKee skeleton, and then creates a Parent Constraint between each RawKee skeleton joint to its corresponding mGear joint.
All the mGear content (including the skin) gets placed into a reference Maya layer. The exporter will not traverse any of the DAG objects that are in a Template or Reference layer, essentially ignoring all content in that layer unless it connected to non-Template/Reference content. Because of this, the exporter finds the Skin meshes when traversing the RawKee skeleton at export time.
I will do a full "setup" video once I have had an opportunity to revise the GUI and test X3D HAnim export in addition to X3D CGE Skin export.
HAnim export is also working, I just want to double check some functions and refine the GUI before I record the HAnim version.
Aaron
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