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File: robber.jpg (133 KB, 940x705)
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I'm using Maya educational for animation and rigging because I know how to use it, but I really want to export animated cycles to unity for making games. The only thing I'm worried about is them saying you can't use it for commercialised stuff. I'll learn blender if I have to for animating, I'm more just wondering if i'm good to go with Maya or if as soon as I try to sell a game i've spent say 4 years working on the Autodesk Gestapo will be knocking down my door. Pic Related.
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>>555202
you're going to get locked up and raped to death in federal prison
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You can subscribe to Maya LT for a month and save your models in that version, at which point you're *probably* okay.

But yes, expect not very kosher results if your game makes it big and you can't prove you had a valid Maya license when you first exported the models for it.
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>>555202
You'd almost certainly have to report yourself for them to find out. But a cracked version is probably safer than an educational one, which tags all exported files if possible. By best to just use blender imo
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>>555206
Is there much difference between MayaLT and regular Maya?
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>>555208
Cont. Ouch, I just checked out MayaLT on Steam and it's fuckin pricy. 30 shekels a month for the Autodesk overlords. I may just learn how to blender. It's just going to be a pain in the arse learning another piece of software when i'm already halfway through learning unity.
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>>555208
Nope, from the list of features Autodesk has on a page comparing the two products, the only two features missing from Maya LT are these two.

Not having PSD support isn't a huge deal though, just save your UV snapshots in .targa and you're just as good. No idea what "transfer maps" are but that just goes to show that it was so non-important, I've never even knew it existed.

It's actually kinda ridiculous just how much stuff Maya LT has compared to normal Maya.

>>555209
Well, that's the point I was making, if you sub for a month to export your final models and hold the receipt somewhere, you have a safety net in case the Autodesk Police comes for you.
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>>555210
Thanks for the help senpai, you have been most enlightening. I'll just export in MayaLT when I have everything ready and finalised.
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>>555210
Autodesk edu versions are supposed to mark any files that go out of them. If you want to be totally free you need to make them in Maya lt
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>>555231
out of curiosity, does anyone know how they are marked? Besides the popup when saving.
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>>555210
gotta either keep the cracked copies accessible or make the educational copy good to keep it relevant in industry, students cant afford full copies
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>>555202
>the Autodesk Gestapo will be knocking down my door
There is no such a thing retard. AD gives a crap about you and your shitty pirate copy.
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>>555609
I bet you're fun at parties
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>>555508
Autodesk files probably have some sort of comment tag that allows their programs to leave comments. I'm pretty sure .obj files can have comments.
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>>555622
mad-hominems
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>>555623
>>555508
if you save your scene as .ma, you can open it in np++
then there's one little line of information in there, fairly visible, that says it was made on a student license.

i am unsure of if .fbx is tagged, though my guess is maybe, because autodesk owns the format.
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>>555625
fbx contains several metadata tags so it's probably in there somewhere, might be serialized or w/e though so you might not be able to see it with just np++

Objs do indeed have comments, # like ruby. It'll probably say what program was used to create it, not sure about any student license stuff.
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If you save it out as a Maya ASCII file. You can open it in notepad and get rid of the "student" pop-up.
But I'm sure autodesk can still tell if you violate the NAP afterwards.




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