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Scripts for importing and exporting files in a pipeline that includes modo. |
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Windows only since the Crosswalk SDK is windows only. Thanks to the File I/O SDK released by Luxology the export benefits from the ability to use the Crosswalk SDK. Can create version 5 or 6 files. This plugin is still buggy and doesn't support all that you might expect. If you are using XSI 5.x you will have to use the XSIFtk_6_0.dll.
For XSI 4.2, try this script (no uvs though) - modo2dotXSI-3.6.zip
OLD: dotXSIExport_v0.5.pl - script
A perl script to export geometry from Modo to Softimage XSI in the dotXSI version 5 format.
Please see Chip's website for more information here. |
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Cleans up and exports a Modo scene as a Wavefront .OBJ file according to an original recipe by Yazan Malkosh. Version 1.04 fixes a problem with the save file dialog and adds the option to save as either Quads or Tris. Yazan's recipe:
* Unhide all polygons.
* Delete all 0, 1, 2 point polygons.
* Merge points that are in the same point in space.
* Unify polygons.
* Cycle through the materials, select each different material's polygons and set part name with the same name.
* Select all SDS polygons and freezes them with default freeze settings.
* Optionally triple everything
More information can be found on Yazan's site here. |
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This script saves the selected layer and its child layers into an ASE file.
IMPORTANT: This exporter exports ONLY the Unreal relevant parts of the ASE format!So you probably can't use it to transfer objects to application other than UnrealEd - although DeepExploration shows the objects properly.
Changes in v1.06:
- Removed collision layer name clamping. Now full layernames are exported, fixing compatibility with UE2 and UE2.5.
Changes in v1.05:
- 301 compatibility, removed older hacks.
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A STL (Stereo Lithography) ASCII exporter for modo. STL is the standard input file format for most rapid prototyping machines. Subdivision surfaces must be frozen before exporting. This is a BETA script. Please place comments and questions on the Luxology scripting forum.
v0.3 - bug fix for Mac users
v0.4 - updated script to work with 202, added new filetype argument for dialog.setup
* Note: the dialogue box will show filetypes that are not STL but no matter what you type in, it will only save out as STL
v0.5 - updated for v301 |
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Exports a mesh to an .smd file for use in games running on the Source
engine (Half-Life2, Counter-Strike: Source, Team Fortress 2, Day of
Defeat, etc...).
More information can be found at this thread here.
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100% Collada 1.4.1 compliant - features:
3 export modes : OBJECT mode for single object export, RIGID for mechanical skeletal meshes and SOFT for things where vertices can be affected by more than one bone.
Bones : For RIGID/SOFT modes only.
Multiple UV set export : Any number of UV sets can be exported.
Smoothing groups : Using the separated polygon technique.
Collision primitives : For OBJECT mode only. Box, Sphere and Convex hull.
Vertex colors : Uses the RGB map with the name "Color". If that does not exist, then it exports 1,1,1 (white) color.
Donations are welcome. A detailed manual and instructions on how to export to the Unreal engine can be found here. |
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Here is a lua script for converting geometry in modo to a DirectX file format.
Another version will be coming soon that will include materials, normal, and uv information. |
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Updated to a new version, 8.5.1. This includes the release of the OSX universal binary. I've tested it under Intel here
and haven't had any reports of issues from any of my testers, so, either it's fine or no one is using PPC anymore.
This also has a couple minor fixes. Poly winding has been reversed to fix an issue with flipped normals.
Also added a check in case someone tried to force an LWO through the loader. Since both formats are IFF
based with the same beginning tag it had crash potential. |
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Two scripts:
luxImportOgreMesh_1_0_0_4.pl - import binary Ogre3D files into modo
luxExportOgreMesh_1_0_0_3.pl - exports binary Ogre3D files from modo
Current Support: Vertex Faces, Positions and Normals. More information about the Ogre3D file format can be found at http://www.ogre3d.org. |
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Description: Import and resize it by a factor. (originally written for a mudbox pipeline)
Usage : run script followed by the scale factor (default 1) example - "@importResize.pl 10" - will scale it down to 0.1 |
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Description: Export the selected layer/s into an obj and resizes it, and returns to the originally selected scene and layer. (originally written for a mudbox pipeline)
Usage : run script followed by the scale factor (default 1) example - "@exportResize.pl 123.5" |
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STL importer for modo: stlImport.pl is the script that does ascii/binary choice by itself, while stlImportAscii.pl and stlImportBinary.pl are the standalone versions in case stlImport.pl fails to distinguish the file type. |
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Saves each morph target in a model to a seperate LWO file. I want to do this so I can use them as targets in Messiah for facial animation.
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To celebrate the release of Modo 202, I am releasing Revision 3 of my Collada 1.4 exporter for Modo.
Revision 3 is exponentially faster than Revision 2! (The speed-up was implemented by pre-sorting the UVs.) Additional material support will be available in Revision 4.
Please excuse the hand-crafted XML. Luxology doesn't offer a C++ SDK, so it's not easy to use TinyXML with Lua script. Enjoy!
An important limitation in the current version of this exporter, Revision 3, is that the exporter only handles a scene with a single texture map. For the next version, Revision 4, I'm working to improve the material support. I plan to look up a texture for each layer, using the texture map referred to by the material of the first polygon |
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This script will help people that are using OBJ files that aren't completely compliant with the OBJ "standard" and are having troubles with OBJ files coming in as one layer when they should be separated. This import script takes all of the selection sets and moves them into respective layers.
It works with PRO-E OBJ models and will be enhanced in the future to work with other differing standards.
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Because the existing scripts to export a single layer no longer work in 201 I created a new one. It's a very simple script that copies the everything currently selected into a new scene and exports it to a new file. |
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It now uses the pattern _XXXX for the filename, which is just to make it more safe against filenames with numbers in it. Basically it:
1. Looks at the filename you're working with and figures out if it's a numbered file
2. Looks at all the other files in the directory that your file is in and sees if their base name (without numbers) is the same
3. If it finds a matching filename it updates the number of the file you're saving to that number +1 (and looks for the biggest number so you're not saving over anything)
4. If it doesn't find a file number it makes the new file blah_0001.etc
5. It then saves the file
6. If you use the "original" argument it will resave the file with the original filename used (good for keeping work on the exact same filename while saving increments along the way). The older version for modo 103 can be found here. |
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A simple script that will save the current layer into a .OBJ (Object) file. |
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This script creates a really simple Rib file but instead of exporting polygons (like the exportRib scripts) this script uses the subdivison surfaces (SDS) 'control points' from modo so that Renderman can create a 'catmull-clark' SubdivsionMesh!
Click here for a screenshot. |
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A simple script that will save the current layer into a .ma (Maya) file |
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This is a LUA version of the script based on Eric "Griffon" Soulvie's orginal script. It creates a very simple Rib file. |
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This is the first alpha version of a simple DirectX export script, it will take the geometry from one layer and export it into a file that DirectX can use, it exports Verts and Polys only, but I wanted to make sure that it got out to people as I work on it. You must triangle and freeze geometry to export it. |
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Here is an EXTREMELY basic Collada exporter... Collada is an attempt to standardize a 3D format, it's in use in various gaming companies usually for consoles.
This script will allow you to export a polygonal model (geometry only) I'm releasing this in a beta stage as I have no good way of testing it, only a generic viewer that was provided by collada.org. |
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An ASE exporter for modo - available for both MAC and PC. |
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This script creates a really simple Rib file. |
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