Hi,
I think this is a very important feature for indie game developers in general, and most specifically, for those using Apple's SceneKit engine for iOS and MacOS games. The easiest way to import assets directly into the XCode SceneKit editor is by using the .dae file format, which MAYA LT does not support as a direct export option (I know the full version of MAYA does).
Currently, we have three options:
Export asset from MAYA LT as FBX v.2013, and use the FBX Converter to convert the file to DAE.
Export asset as OBJ, then import it into FBX Converter, convert to FBX, re-import the converted file and finally convert it to DAE. Phew!
Use an external solution (BLENDER) to import the FBX file and convert it to DAE.
Options 1 and 2 severely disrupt the workflow. Sometimes the conversion process has errors and the converted file gets corrupted. Also, the FBX Converter is clearly old software, and though it mostly works, it seems that it hasn't been updated for a long time. For example, the UI looks awfully pixelated when used in a mac with Retina display, or a 4K external monitor.
Option 3 mostly removes the need to use MAYA LT at all. I mean, if I need to open Blender in order to do the file format conversion (which it does mostly right), maybe it would be quicker to do all the work in Blender. I much prefer to work with MAYA LT, but I think you get my point.
So, my suggestion is: Please implement a DAE/Collada option in the MAYA LT Game Exporter. It would definitely speed up the workflow for a lot of indie game developers that currently can't afford the full version of MAYA, or don't need all the features of the full version.
Thanks for your attention, Luis
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