Wednesday, July 22, 2009

How to export Spore creatures to Maya

Here's how to use Spore to export a 3D Collada file of your creature:

First, get a creature. I'm using Jomeaga's creature "Recruit", because it's cool looking and asymmetrical (that's the other major new feature in Patch 5)


Load it up in the appropriate editor:

Go to paint mode, so you can see what it'll look like textured, then open up a cheat window by pressing "control-shift-c"
Type in colladaexport


Agree to the EULA, and the cheat window will output something like this:



The exporter will create a collada file (a .dae file), along with the specular, diffuse and normal textures. It will place them in your My documents/My Spore Creations/Creatures/ directory

Now you can load it up in any 3D application that supports Collada. The plugins for most standard 3D applications (Maya, Max, Blender, Modo among others) can be found here:

I'm going to load it up in Maya (Spore is Z-Up, so you should probably set Maya accordingly)
And you'll see that the a basic material is already set up for you:

In addition, the character's rig and skin weights come through, so you can pose and animate it.
Here's a render using the basic material:



But nothing's keeping you from using the textures in more sophisticated ways, and making it as fancy as you want to:
(click to enlarge)


update: a couple more pictures, because it's kind of addictive once you get started:

(click to enlarge)


(click to enlarge)

Update: You can see a little test animation here.

Another update: You can see a gallery of creature renders here.

23 comments:

  1. Wow, I can't wait to try this out!

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  2. Has anyone tried the export in Blender to see how the texture import works there? I'm on Mac, so I can't try the export for myself.

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  3. im runnin xsi, and it wont apply thu uv spec or displacement maps no matter what i do, can someone help me?

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  4. Sorry, I'm just a Maya guy, and haven't used either Blender or XSI, although I've heard good things about them.

    O.

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  5. This comment has been removed by the author.

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  6. I wasn't able to get it to work in Blender. Here's the full error:

    FEEDBACK: Illusoft Collada 1.4 Plugin v0.3.159 started
    [Object "sroot.001"]
    zero bone: part13
    zero bone: part14
    zero bone: part15
    zero bone: part16
    Traceback (most recent call last):
    File "I:\Documents and Settings\Benjamin\Application Data\Blender Foundation\B
    lender\.blender\scripts\bpymodules\colladaImEx\cstartup.py", line 609, in Button
    Event
    transl = translator.Translator(doImport,__version__,debug,fileName, useTrian
    gles, usePolygons, bakeMatrices, exportSelection, newScene, clearScene, lookAt,
    usePhysics, exportCurrentScene, exportRelativePaths, useUV, sampleAnimation, onl
    yMainScene)
    File "I:\Documents and Settings\Benjamin\Application Data\Blender Foundation\B
    lender\.blender\scripts\bpymodules\colladaImEx\translator.py", line 61, in __ini
    t__
    self.__Import(fileName)
    File "I:\Documents and Settings\Benjamin\Application Data\Blender Foundation\B
    lender\.blender\scripts\bpymodules\colladaImEx\translator.py", line 67, in __Imp
    ort
    documentTranslator.Import(fileName)
    File "I:\Documents and Settings\Benjamin\Application Data\Blender Foundation\B
    lender\.blender\scripts\bpymodules\colladaImEx\translator.py", line 274, in Impo
    rt
    self.sceneGraph.LoadFromCollada(self.colladaDocument.visualScenesLibrary.ite
    ms, self.colladaDocument.scene)
    File "I:\Documents and Settings\Benjamin\Application Data\Blender Foundation\B
    lender\.blender\scripts\bpymodules\colladaImEx\translator.py", line 454, in Load
    FromCollada
    ob = sceneNode.ObjectFromDae(daeNode)
    File "I:\Documents and Settings\Benjamin\Application Data\Blender Foundation\B
    lender\.blender\scripts\bpymodules\colladaImEx\translator.py", line 1675, in Obj
    ectFromDae
    dataObject = self.document.controllersLibrary.FindObject(daeInstance, True,
    newObject)
    File "I:\Documents and Settings\Benjamin\Application Data\Blender Foundation\B
    lender\.blender\scripts\bpymodules\colladaImEx\translator.py", line 3254, in Fin
    dObject
    return self.LoadFromDae(daeInstance, bObject)
    File "I:\Documents and Settings\Benjamin\Application Data\Blender Foundation\B
    lender\.blender\scripts\bpymodules\colladaImEx\translator.py", line 3443, in Loa
    dFromDae
    bMesh = controller.LoadFromDae(daeController, daeInstance, bObject)
    File "I:\Documents and Settings\Benjamin\Application Data\Blender Foundation\B
    lender\.blender\scripts\bpymodules\colladaImEx\translator.py", line 867, in Load
    FromDae
    bObject.setMatrix(bindShapeMatrix)
    TypeError: expected matrix object as argument

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  7. I don't actually know Blender at all, but there are a bunch of people in this forum trying to figure it out:

    http://forum.spore.com/jforum/posts/list/75/37155.page#1137347

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  8. It sounds like Blender's Collada support is very poor, and that there's a project underway right now to fix it through Google's summer of code:
    http://socghop.appspot.com/org/home/google/gsoc2009/blender


    You can view the 3D file in the meantime with this utility from Nvidia:
    http://developer.download.nvidia.com/tools/FX_Comp...X_Composer2_2.52.0319.1250.exe

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  9. You can also load directly the dae file into Photoshop CS4 extended. You can use it into a layer, or even 3D paint on the model, and export back in COLLADA if needed

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  10. Wow! That is cool, I had no idea that you could do that!

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  11. Oooo! So close and yet so far. If this had a less draconian EULA and Spore's animation clips included in the export, it'd change the indie game scene dramatically. 3D genres look a whole lot more attractive to one-man developers when you can bang together assets in a matter of minutes.

    I guess EA doesn't really see itself as a tool vendor though. Especially not at Spore's price point!

    Very neat feature nonetheless.

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  12. A bit confused... is this export method a new feature after the latest patch or will I need to purchase the expansion pack?

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  13. It's a new feature with the latest patch. It is free, you don't need to purchase the expansion pack.
    (although the expansion pack has a bunch of additional cool "technological" creature editor parts for making space captains.)

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  14. Does this work with the Creature Creator Trial Edition or with the paid Spore? Or both?

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  15. It only works with the paid version of Spore.

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  16. Nice Ocean! Amazing what you guys are doing to this. Seems like creature exporting is such a snap.

    What are the legal ramifications of using the Spore CC as a character mock-up tool for other productions?

    What if someone exported a creature and set it up in HL2 or even Garry's Mod?

    I suppose that's what the agreement is for before you export :)

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  17. Hi Flux!

    I'm not a lawyer, and haven't gone through the EULA in any detail, but my understanding is that you can't use the exported creatures in commercial projects.

    O.

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  18. Hey, can you please tell me how I cand access the character's rig or IK Chains or any animation element? I'm new with Maya and I can't seem to find these elements. Thanks

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  19. Hi Florentin,

    That's starting to get into pretty fundamental Maya usage, you might want to check out some of the tutorials on this site here;

    http://www.highend3d.com/maya/tutorials/

    O.

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  20. Thanks! Got it! ;) Told you I was a noob

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  21. Hi, I'd like to connect with you via email. Can you contact me at david [at]] wildpockets [dott]] com

    Thanks!
    df

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  22. this is amazing i might do a maya tutorial on my site as well explaining this

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  23. I have never been able to access this cheat, I don't get an eula just goes to the next line after pressing enter, have tried opening the game with the EA download manager while online to see if I have the 5.1 path but no updates are forthcoming, I did try it and got it with the demo version before I bought the game and it was not allowed so did doing this somehow void the abillity to agree to the eula? I can't even log into forums and emails to EA have not solved this issue either. I've had the game for a year now but bought poser7 last week which has rigging ability so have a renewed interest in this cheat.

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