
Unwrap3D Import/Export Plugin for Maya 8.x, 2008 to 2023
========================================================

Maya 8.x, 2008 to 2011 only (32-bit)
Maya 2012 only (32/64-bit)
Maya 2013 only (32/64-bit)
Maya 2014 to 2023 only (64-bit)

FILES
=====
u3d_translator.mll	Unwrap3D import/export plugin (32-bit)
u3d_translator64.mll	Unwrap3D import/export plugin (64-bit)
u3dTransOptions.mel	Unwrap3D import/export options MEL script


INSTALLATION
============
1. Place u3d_translator.mll in your Maya plugins directory, usually
   C:\Program Files\Autodesk\Maya 8.0\bin\plug-ins\

2. Place u3dTransOptions.mel in your Maya scripts directory, usually
   My Documents\maya\scripts\
   OR
   C:\Users\<username>\Documents\maya\scripts\

3. In Maya, select Window | Settings/Preferences | Plug-in Manager.
   Next to the Unwrap3D plugin, check both the 'loaded' and 'auto load' checkboxes.


REQUIREMENTS
============
For Maya 2020 or later, you may need to install the MSVC++ 2015 runtime redistributables:
https://www.microsoft.com/en-us/download/details.aspx?id=48145
- For 64-bit, select vcredist_x64.exe


IMPORTING
=========
Lights, geometry, materials, textures, UV coordinates, multiple UVsets,
vertex colors, vertex weights, bones and skeletal animation can be imported.

Note that all texture files should be located in the same directory as the 
model file, otherwise they may not be found.

Material properties imported:
ambient color
diffuse color + transparency
specular color + shininess (Phong only)
emissive color

Mesh properties imported:
Vertex positions
Vertex colors + alpha
Texture coordinates (max uvsets: 2)
Polygons


Notes On UVSets and ColorSets
-----------------------------
UVsets for texture coordinates are imported as uvSet1 and uvSet2.
Colorsets for vertex colors are import as colorSet1.

Tips on Importing
-----------------
In Maya, File | Open Scene... will import data into a new scene, while
File | Import... will merge data into the existing scene.


Import Options
--------------
To access the Unwrap3D import options, click on the Options... button
found on the Import file dialog.

Import unsampled keys:
If checked, this will import all animations keys as found.  They will not
be sampled.  If unchecked, an animation key will be created at every tick interval.

Import Phong materials:
If checked, all materials will be import as Phong materials.  Otherwise,
they will be imported as Lambert.


EXPORTING
=========
Lights, geometry, materials, textures, UV coordinates, multiple UVsets,
vertex colors, vertex weights, bones and skeletal animation can be exported.

Not Supported: Nurbs Surfaces.  

In Maya, use the Modify | Convert | NURBS to Polygons command before 
exporting Nurbs surfaces.


Export Options
--------------
To access the Unwrap3D export options, click on the Options... button
found on the Export file dialog.

Export materials:
Diffuse colors, ambient colors, emissive colors, specular colors, transparency,
and shininess are exported.  Texture maps are exported using a local filename.

Export texture coordinates:
The first set of UV coordinates (listed in the UV Editor under UV Sets)
will be exported.

Export vertex colors:
Vertex colors (+alpha) will be exported.

Export animation: 
Bones and animation will be exported.  Since Maya supports many different kinds
of curves, animation data will be sampled at every tick interval.  Animation is
exported according to the min/max ticks on the Slider.

Export uvsets:
The 2nd set of texture coordinates (listed in the UV Editor under UV Sets)
will be exported, if it exists.


Misc Export Options
-------------------
Fix flipped faces:
Sometimes, Maya may export flipped faces for whatever reason (e.g. NURBs, mirrored polys).
If checked, this option will reverse the vertex ordering of any flipped faces.

Unweld hard edges:
All hard edges will be unwelded.  A hard edge is any edge that is not smooth.


Tips on Exporting
-----------------
Export Selected will export the same data as Export All.

The start/end of exported animation is determined by the min/max ticks on the Slider.
If you wish to export the full range of animation, set the min/max Slider ticks
accordingly.


Trouble-Shooting
================
If you experience any problems importing or exporting, first check Maya's 
Output Window as well as the Script Editor output for any error messages.

Q: On import, I get the following error message:
   "Unrecognized File Type"
A: Make sure the plugin is loaded.
   In Maya, select Window | Settings/Preferences | Plug-in Manager.
   Next to the plugin, check the 'loaded' and 'auto load' checkboxes.

Q: On export, I get the following error message:
   "Error: Invalid file type specified: Ultimate Unwrap3D"
A: Make sure the plugin is loaded.
   In Maya, select Window | Settings/Preferences | Plug-in Manager.
   Next to the plugin, check the 'loaded' and 'auto load' checkboxes.

Q: On import, I get the following error message:
   "U3D: WARNING: Bad euler rotation keys for bone: <bonename>"
A: This happens when the euler angle between two consecutive rotation keys is greater
   than 180 degrees.  This may cause the bone to rotate poorly.  By default, Maya uses
   Euler interpolation for curves.  You could try to fix the problem by editing the
   curve by hand in the Graph Editor.

Q: On import, I get the following error message:
   "ERROR: skinCluster command failed.  Possible bone name conflicts."
A: This happens when two or more joints have the same name.  You can either 
   rename your joints so they are all unique, or use File | Open Scene...
   instead of File | Import.

Q: On import, I get the following error message:
   "U3D WARNING: fnMesh returned wrong face count: <num> != <num>"
A: This happens when trying to create a mesh with degenerate faces. 
   Maya will discard them, so the face count returned will be less.
   Dropped faces will cause problems with setting UVs and bone weights,
   so it is best to correct this problem before continuing further.
   You can select and delete degenerate faces in Unwrap3D using
   Select | Face | Degenerate 3D.
    

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