UGX-Mods Login

or login with an authentication provider below
Sign In with Google
Sign In with Twitter
Sign In with Discord
Sign In with Steam
Sign In with Facebook
Sign In with Twitch

CoD Maya Tools 2.0 for Maya 2012+

HOT
broken avatar :(
Created 8 years ago
by Deleted User
0 Members and 1 Guest are viewing this topic.
33,834 views
broken avatar :(
×
broken avatar :(
Location: us
Date Registered: 10 November 2016
Last active: 5 years ago
Posts
4
Respect
Forum Rank
Fresh Corpse
Primary Group
Member
My Contact & Social Links
More
×
theripppa's Groups
theripppa's Contact & Social Links526 92nd ave norththeripppa
I cant get this to work with Maya 2016..am i doing something wrong?
broken avatar :(
×
broken avatar :(
OnionmanVere Bo21
Location: ieu dnt wnt 2 no
Date Registered: 27 September 2013
Last active: 1 year ago
Posts
1,864
Respect
Forum Rank
Zombie Destroyer
Primary Group
Community Mapper
My Groups
More
Personal Quote
ok
Signature
Aye mate you don't know me so y don't you shut tf up ok buddy :)

×
Scobalula's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Box Mappers Elite
Box Mappers Elite
Community Mapper Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager.
Community Scripter Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community.
Scobalula's Contact & Social Links
I cant get this to work with Maya 2016..am i doing something wrong?

You probably are, I have it working on 2012 and 2016, what exactly isn't working? Script Editor should provide some info.
broken avatar :(
×
broken avatar :(
Location: us
Date Registered: 10 November 2016
Last active: 5 years ago
Posts
4
Respect
Forum Rank
Fresh Corpse
Primary Group
Member
My Contact & Social Links
More
×
theripppa's Groups
theripppa's Contact & Social Links526 92nd ave norththeripppa
I got it Mapper..apparently i must have been tired, had files in wrong folder :o
broken avatar :(
×
broken avatar :(
Location: usChicago, IL
Date Registered: 8 January 2015
Last active: 2 years ago
Posts
136
Respect
Forum Rank
Pack-a-Puncher
Primary Group
Member
×
FinalKill9175's Groups
FinalKill9175's Contact & Social LinksFinalKillGamingFinalKill917FinalKill9175
When I try to export an anim, I get this error. I am using Maya 2016 on windows 7 64 bit.
Code Snippet
Plaintext
An unhandled error occurred during export:

Traceback (most recent call last):
  File "C:/Users/ARlO-DESKTOP/Documents/maya/2016/scripts\CoDMayaTools.py", line 2031, in GeneralWindow_ExportSelected
    exec("response = %s(\"%s\")" % (OBJECT_NAMES[windowID][4], filePath))
  File "<string>", line 1, in <module>
  File "C:/Users/ARlO-DESKTOP/Documents/maya/2016/scripts\CoDMayaTools.py", line 1325, in ExportXAnim
    RunExport2Bin(filePath)
  File "C:/Users/ARlO-DESKTOP/Documents/maya/2016/scripts\CoDMayaTools.py", line 2293, in RunExport2Bin
    subprocess.call(p.replace("/","\\") + " \"" + file.replace("/","\\") + "\"")# , "\"" + file.replace("/","\\") + "\""])
  File "C:\Program Files\Autodesk\Maya2016\bin\python27.zip\subprocess.py", line 522, in call
    return Popen(*popenargs, **kwargs).wait()
  File "C:\Program Files\Autodesk\Maya2016\bin\python27.zip\subprocess.py", line 709, in __init__
    errread, errwrite)
  File "C:\Program Files\Autodesk\Maya2016\bin\python27.zip\subprocess.py", line 957, in _execute_child
    startupinfo)
WindowsError: [Error 193] %1 is not a valid Win32 application

I think it may have to do with the python installation inside of maya. But idk.
Last Edit: December 21, 2016, 06:25:59 pm by FinalKill9175
broken avatar :(
×
broken avatar :(
Location: us
Date Registered: 6 July 2015
Last active: 4 years ago
Posts
114
Respect
Forum Rank
Pack-a-Puncher
Primary Group
Member
My Contact & Social Links
More
Signature
Maps:
Standoff Zombies [WIP]
Der Blitzdrache [WIP] (Maybe Canceled)
FNAF 1-4 [WIP] (Maybe Canceled)
×
HyperFirez's Groups
HyperFirez's Contact & Social LinksHyperFirezHyperFirezHyperFirezHyperFirezHyperFirezHyperFirezHyperFirez
I get this error when trying to click on anything in the tool: "# Error: NameError: name 'CoDMayaTools' is not defined"

EDIT: Huh, that is odd... I restarted Maya for the second time and it works now.
Last Edit: January 05, 2017, 03:03:47 am by HyperFirez
broken avatar :(
  • DeletedUser
  • Deleted Member
×
broken avatar :(
DeletedUser
This user is deleted :(
I get this error when trying to click on anything in the tool: "# Error: NameError: name 'CoDMayaTools' is not defined"

EDIT: Huh, that is odd... I restarted Maya for the second time and it works now.
I was about to suggest you to check the filename as it has to be the same.
broken avatar :(
×
broken avatar :(
Location: us
Date Registered: 6 July 2015
Last active: 4 years ago
Posts
114
Respect
Forum Rank
Pack-a-Puncher
Primary Group
Member
My Contact & Social Links
More
×
HyperFirez's Groups
HyperFirez's Contact & Social LinksHyperFirezHyperFirezHyperFirezHyperFirezHyperFirezHyperFirezHyperFirez
I was about to suggest you to check the filename as it has to be the same.
Yeah, it is the same.
broken avatar :(
×
broken avatar :(
Location: cn
Date Registered: 11 November 2016
Last active: 3 years ago
Posts
4
Respect
Forum Rank
Fresh Corpse
Primary Group
Member
×
ARX-4's Groups
ARX-4's Contact & Social Links
it just add a new object "call of duty tools" on the maya top list but not work

i have install my country's version of maya 2012(zh-CN) and follow your words but it doesnt work
when i click the "call of duty"menu list it said "error:NameError:name 'codmaya tools' is not defined"
Last Edit: January 13, 2017, 05:41:52 pm by Sidzzz
broken avatar :(
×
broken avatar :(
OnionmanVere Bo21
Location: ieu dnt wnt 2 no
Date Registered: 27 September 2013
Last active: 1 year ago
Posts
1,864
Respect
Forum Rank
Zombie Destroyer
Primary Group
Community Mapper
My Groups
More
Personal Quote
ok
×
Scobalula's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Box Mappers Elite
Box Mappers Elite
Community Mapper Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager.
Community Scripter Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community.
Scobalula's Contact & Social Links
A new update has been released to this which includes some fixes and new features:
 
*Moved all settings to a sub menu and make them check boxes, before it required a refresh of the menu which crashed 2017 on occasions. (which seems to happen on any script I've tried that deletes and recreates UI)
*Optimized the ReadNotes functions with a list and loop so they are now easier to read and modify., instead of a mess of if and elifs.
+Add a Button to grab frames from scene so you no longer need to manually enter start and end frame.
 
Of course any issues do let Ray or I know.
broken avatar :(
×
broken avatar :(
OnionmanVere Bo21
Location: ieu dnt wnt 2 no
Date Registered: 27 September 2013
Last active: 1 year ago
Posts
1,864
Respect
Forum Rank
Zombie Destroyer
Primary Group
Community Mapper
My Groups
More
Personal Quote
ok
×
Scobalula's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Box Mappers Elite
Box Mappers Elite
Community Mapper Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager.
Community Scripter Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community.
Scobalula's Contact & Social Links
A test version has been released that some might wanna give a go, after Porter showed me PyCod for AutoGDT I decided to give a go at implementing it into CoDMayaTools.
 
Essentially this ads direct *_BIN support from the tool, no Export2Bin.exe junk. To use this update download the latest from pycod branch here:
 
https://github.com/Ray1235/CoDMayaTools/tree/pycod_implementation
 
And simply put the CoDMayaTools.py and pycod folder into your scripts folder. I have done several test with different models including weighted, multiple materials, over 65k, etc. and all seem to work. Of course none of that would be possible without work of those on PyCod (which of course make sure to checkout the dev. version of Blender-CoD which has support for _BINS also).
 
https://github.com/SE2Dev/PyCoD
 
Please note this is a TEST version, and while tests worked, both PyCoD and this implementation are not finished, so it's not unlikely you might run into issues, please do report any you find.

Last Edit: May 18, 2017, 08:48:58 am by Scobalula
broken avatar :(
×
broken avatar :(
OnionmanVere Bo21
Location: ieu dnt wnt 2 no
Date Registered: 27 September 2013
Last active: 1 year ago
Posts
1,864
Respect
Forum Rank
Zombie Destroyer
Primary Group
Community Mapper
My Groups
More
Personal Quote
ok
×
Scobalula's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
Box Mappers Elite
Box Mappers Elite
Community Mapper Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager.
Community Scripter Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community.
Scobalula's Contact & Social Links
Hey would you look at that cosmetic bones. ¯\_(ツ)_/¯




go here


https://github.com/Ray1235/CoDMayaTools
Last Edit: June 24, 2017, 08:27:50 am by Scobalula
broken avatar :(
×
broken avatar :(
Location: gbNewport
Date Registered: 2 November 2014
Last active: 2 years ago
Posts
1,265
Respect
Forum Rank
Zombie Colossus
Primary Group
Member
My Contact & Social Links
More
Personal Quote
Embrace the Darkness
×
Tim Smith's Groups
Tim Smith's Contact & Social Linkstimsmith90THEREALBaDBoY17TimSmithMy clan Website
Good work guys!
Spoiler: click to open...
i know they're outdated, but please bring back the tanims notetracks support. It was working before. Thou you really don't have to. but if you have an update you wanna push, would be lovely to do that again. :)
broken avatar :(
×
broken avatar :(
Location: 00
Date Registered: 6 January 2018
Last active: 6 years ago
Posts
1
Respect
Forum Rank
Fresh Corpse
Primary Group
Member
×
Vikmor's Groups
Vikmor's Contact & Social Links
This Tool can export COD4 character Xmodels properly? (for SP)
I have a broken rig at every model i export, even if its original without any changes.

broken avatar :(
×
broken avatar :(
Location: us
Date Registered: 30 December 2016
Last active: 1 year ago
Posts
229
Respect
Forum Rank
Mr. Elemental
Primary Group
Member
My Contact & Social Links
More
×
jiggy22's Groups
jiggy22's Contact & Social Linksarchdukesquidlyllljiggy22
When installing, I get this error:

# Error: file: C:/Users/XXX/Documents/maya/2014-x64/scripts/usersetup.mel line 1: ImportError: file C:/Users/XXX/Documents/maya/2014-x64/scripts\CoDMayaTools.py line 56: No module named pycod.xmodel #

Any fix?
broken avatar :(
×
broken avatar :(
Location: es
Date Registered: 19 November 2020
Last active: 3 years ago
Posts
1
Respect
Forum Rank
Fresh Corpse
Primary Group
Member
×
K-Nuto's Groups
K-Nuto's Contact & Social Links
Hi. I know this topic has been inactive for months, but I'm new here and I don't know how to create a new one.
My problem is that, after succesfully installing the CODMayaTools, I get an error when trying to export models that I previously loaded from other programs. In my case, a created a plain 3D square  on autocad and then opened it on Maya 2019. When I click "export selected", I receive the following error:

"An unhandled error occurred during export:

Traceback (most recent call last):
  File "C Users/Admin/Documents/maya/2019/scripts\CoDMayaTools.py", line 2855, in GeneralWindow_ExportSelected
    exec("response = %s(\"%s\")" % (OBJECT_NAMES[windowID][4], filePath))
  File "<string>", line 1, in <module>
  File "C Users/Admin/Documents/maya/2019/scripts\CoDMayaTools.py", line 1239, in ExportXModel
    ExportMeshData(joints
  • , xmodel, merge_mesh)

  File "C Users/Admin/Documents/maya/2019/scripts\CoDMayaTools.py", line 1371, in ExportMeshData
    cmds.progressBar(OBJECT_NAMES['progress']
  • , edit=True, maxValue = progressInfo)

RuntimeError: Maximum value must be greater than minimum value."[/list]


Please, I've tried to figure out the solution but I've run out of any ideas


NOTE: seems to work fine when models are created on maya itself, but I can't seem to get it working with (even totally simple) imported models, i.e. a simple 3D sphere
Last Edit: November 20, 2020, 07:41:48 pm by K-Nuto#7573

 
Loading ...