XNA curve import from Maya?
I am trying to import a movement curve from Maya into my XNA game, but I cannot figure out how. Basically I want to catch the curve by it's name, and look up its values at different points of time.
Are curves exported 开发者_运维百科into FBX at all? And, if not, then how to catch it?
Edit: Maya can export to Maya ASCII, and I tried to parse it, but I am not sure what formula I should use to recreate the curve.
Here is a Maya ASCII segment defining a typical curve:
createNode transform -name "curve1";
createNode nurbsCurve -name "curveShape1" -parent "curve1";
setAttr -keyable off ".visibility";
setAttr ".cached" -type "nurbsCurve"
3 11 0 no 3
16 0 0 0 1 2 3 4 5 6 7 8 9 10 11 11 11
14
-4.9774564508407968 0 -6.8331005825440476
-5.5957526204336077 0 -5.5944567905896161
-6.8323449596191823 0 -3.1171692066807277
-5.6935230034445992 0 3.3047128765440847
-1.6528787527978079 0 8.8676235621397499
7.5595909161095838 0 10.325347443191644
9.2297347448508607 0 8.5586791722955731
10.0730315036276 0 0.93412333819133941
5.9770106513247976 0 3.7809964481624871
2.9006817236214149 0 -3.3327711853359037
11.373191256465434 0 -4.6672854260704906
4.5697574985247682 0 -14.178349348937205
2.4191279569332935 0 -11.415532638650156
1.3438131861375628 0 -10.034124283506653
;
I managed to find the file format reference somewhere, the important info here is the knot indexes (16 0 0 0 1 2 3 4 5 6 7 8 9 10 11 11 11
) and the coordinates (all lines containing three numbers).
But, I still have no idea how to recreate the curve. I googled a lot for nurbscurves, bsplines etc, but could not successfully match the result in Maya with any code I could find.
I've achieved this in 3dsmax by exporting the curve in Ascii format and parsing the text manually, does Maya have any such exporter?
精彩评论