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OBJ[I/O] - OBJ Sequences Import/Export 4.0.2 for Maya (maya script)

This tool helps importing and exporting OBJ sequences and single OBJs

License
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21,839 Downloads

Compatibility

  • 2018, 2017, 2016, 2015, 2014, 2013, 2012, 2011, 2010, 2009, 2008

Operating Systems

  • Linux
  • Mac
  • Windows

History

Created:05/03/2013
Last Modified:08/26/2022
File Size: 26.5 KB
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1-10 of 34

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  • david monteiro

    david monteiro said over 6 years ago:

    Fanstastic time saver!
     
    Any chance on updating the script so that when exporting blendshapes as obj,s, it maintains the naming?
    That would help a lot as well
     
    Thanks
     
     
  • ThatOwlGuy

    ThatOwlGuy said almost 7 years ago:

    Excellent tool! Took a while to figure out how to run it, but otherwise, very nicely done!
     
    For everyone having issues getting the script to work (I know I did), heres how I got the script to work! Just open the script in the script editor, then execute it. After that, scroll down in the top window of the script editor until you find
     
    Main procedure:
    craOBJSequences;
     
    Copy the "craOBJSequences;" (No quotations) line (make sure you include the semicolon!) and then go down to the bottom of the Maya window, where you'll find a shelf labled "MEL." Click in the dialogue box, and then paste the line of code you just copied. Then press enter. Credit to PawnozTV on YouTube for showing me the correct steps.
  • boruz

    boruz said about 7 years ago:

    Exports an obj sequence. Thank you. This is a huge help.
  • chris kurash

    chris kurash said over 7 years ago:

    This looks amazing! Will this work with a Mac version of Maya 2017?
    Cheers,
    CK
  • CharlieWales

    CharlieWales said over 8 years ago:

    Hi Tom. Try to use the tool from the polygons module. Mesh > Separate to get each object on his own. Do not delete history and it should work. Then assign the shaders to each resulting object. Thanks for the feedback. Cheers PS: your comment should have been posted in the Support Forum
  • furnace

    furnace said over 8 years ago:

    Dear Charlie, Thanks for this great script. I am encountering a problem with textures though I wonder if you might be able to help. I am importing a series of grouped objs into maya 2016 on a mac. Essentially it's a tree created in Onyx which is moving in the wind. The group consists of 5 different Obj's. trunk, 3 different levels of branches and leaves. So each group of 5 comes in for each single frame. So when I run your script for 75 frames the thing works brilliantly. I see the tree there moving in the wind. However, I can no longer select separate parts of the tree, in order to add their respective shaders. Of course I can click on a face, for the trunk for example, expand the selection until the whole trunk is covered, detach it from the tree obj and separate. As long as I don't delete history the obj animation still works, but with the branches this will be very time consuming. Would you know a better way to get the shaders assigned? Tom
  • Darshan Mistry

    Darshan Mistry said over 8 years ago:

    Dear Charlie Thanks a lot for responding to my question. I didnt use the script then after as I found some other way to fulfill my requirement. But as I knew, there's no escape from the script that you have created (judging from your video). I recently installed the script on Maya 2016 again and I got the UI to me. I also imported an obj Sequence as well. Once there's I click on the first obj file in the sequence to select, I get the following message: "No object matches name: OBJ_Sequences_grp" Can you guide me what the problem could be. Thanks a bunch. CHEERS!!!
  • CharlieWales

    CharlieWales said almost 9 years ago:

    That's not possible Bobby.
  • Bobby Giles

    Bobby Giles said almost 9 years ago:

    is there a way to bake the animation of the obj sequence after the fact, so you dont have to have the obj sequence driving the animation, it will just be keyframed?
  • CharlieWales

    CharlieWales said almost 9 years ago:

    Well, blackappskid, you have to give me more information to be able to help. For what I see you at least are able to get this working by exporting separate objects (workaround) If you export as a combined sequence all UVs will be laid out in 0 to 1 space, overlapping every object's UVs. What software are you importing on? maybe the problem is about the other software. I did a small test with a sphere and a cube combined, then imported it again in Maya and it works. I did another test with a skinned character combined, then imported it again in Maya and it works. Maya assigns the correct materials to the faces when importing back, maybe the other program does not do this. Once again I need more information. Can you send me a test scene? Can you post in the support forum please? Thanks.

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