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Releases: visualcoreX/xray_re-tools
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xrayMayaTools 2026.10.12 (Maya 2025)
X-Ray Maya plug-in (xrayMayaTools.mll) for Maya 2025 (x64).
New since 2026.10.09
Motions in the Time Editor
.omf,.skl,.sklsand motions embedded in.ogfare imported as Time Editor animation sources named after the motions (no clips are put on the timeline). Each skeleton gets its own namespace (bip01→character:,wpn_body→wpn:), so same-named motions of hands and weapon don't clash.- Select any joint of the skeleton before importing (or nothing: all joints are used). Selecting a character still gives the old Trax clips. The
.ogf/.objectimport no longer creates a character set. - OMFs whose bones are stored without names (e.g. Clear Sky's
weapon_lowered.omf) are imported.
OMF export, done like the SDK
- File → Export Selection, type "X-Ray game skeletal motions", with the skinned mesh selected.
- Every Time Editor animation source of the skeleton becomes a motion — or Scene animation: the scene played over the playback range (keys, clips, IK, constraints) as one motion; right click on Motion name gives the scene name.
- Keys: SDK (8/16 bit), 16 bit (Force 16bit MotionT) or 32-bit float (flag
0x08, not readable by the stock engines). 32-bit OMFs are imported too. - Motion parameters right in the export options: Speed, Accrue, Falloff, Type FX, bone part, Stop at end, No mix, Sync part, UseFootSteps, Move XForm, Idle, UseWeaponBone, FX start bone and Power. The OMF import fills them, together with the bone parts and the motion order.
- Motion marks: kept as
xrayMark_<name>keyable booleans on the skeleton root (key 1 starts an interval, 0 ends it); Add/Remove Left/Right and Left2/Right2 like the SDK, edited in the Graph Editor.
Also
- Motion references of a skeletal object, like ActorEditor's Motion reference: imported from
.ogf/.object, edited in the Motion references... window (add from.omffiles, reorder,.ltxexport/import), written by the skeletal.objectexport. .anmimport: the motion goes onto<name>_locator,<name>_camerafollows it through a parent constraint.
Package contents
plug-ins\xrayMayaTools.mll— the plug-inscripts\xray_re_object_translator_options.mel,xray_re_omf_translator_options.mel,xray_re_motion_refs.mel,AEXRayMtlTemplate.melxray_path.ltx— paths to the SDK/game data
Installation
- Copy
plug-insandscriptsintoDocuments\maya\2025\(with Maya closed). - Copy
xray_path.ltxtoC:\Program Files\Autodesk\Maya2025\bin\and point$sdk_root$to your SDK/game folder ($game_data$must lead to thegamedatawith textures). - Enable
xrayMayaTools.mllin Windows → Settings/Preferences → Plug-in Manager.
xrayMayaTools 2026.10.09 (Maya 2025)
X-Ray Maya plug-in (xrayMayaTools.mll) for Maya 2025 (x64).
Changes
- Built against the Maya 2025 SDK with Visual Studio 2022.
- Imports
.ogfmodels that crashed Maya before: raw chunks with the compression bit set, garbage in the bone IK data version. - Imports Gunslinger-style protected
.omf(random motion ids, scrambled motion names): motions are matched by order, like the release engine does. Previously such files broke Maya until restart. - A broken file no longer takes Maya down: the import fails with an error in the Script Editor instead.
- When motions don't match the selected character, missing bones are listed once; if no bones match at all (e.g. a hands animation applied to a weapon model), nothing is imported.
- Correct clip duration on motion import.
Package contents
plug-ins\xrayMayaTools.mll— the plug-inscripts\xray_re_object_translator_options.mel,scripts\AEXRayMtlTemplate.mel— import/export options and XRayMtl attribute editorxray_path.ltx— paths to the SDK/game data
Installation
- Copy
plug-insandscriptsintoDocuments\maya\2025\. - Copy
xray_path.ltxtoC:\Program Files\Autodesk\Maya2025\bin\and point$sdk_root$to your SDK/game folder ($game_data$must lead to thegamedatawith textures). - Enable
xrayMayaTools.mllin Windows → Settings/Preferences → Plug-in Manager.