Intro
Maya2GoogleEarth is an open-source, cross-platform tool developed at Eyebeam for exporting 3D models from Maya into Google Earth.
Once installed, it allows you to export 3D models from within your scene as a single Google Earth Placemark (KML) file.
The project was inspired by the Open GL extraction utility OGLE which can extract 3D data from openGL programs like
Google Earth. We thought that it would be fun to be able to take the extracted 3D data, remix and add to it and then load it back into Google Earth.
You can see some examples of this below.
Examples
Here are some screengrabs and their respective KML files.
![]() Eyebeam logo above HQ |
![]() Tetris Architecture in Chicago - Download KML |
Models captured from video games using OGLE
![]() WOW Gnome-> Google Earth - Download KML |
![]() WOW Ostrich-> Google Earth - Download KML |
![]() Second Life dragon -> Google Earth - Download KML |
Potential Uses
• Remix or augment city architecture, with your own creations.
• Extract your in game character with OGLE and bring them into Google Earth.
• Design buildings and then show them at their correct geographic location.
• Godzilla attacking Tokyo (first person to send this in will be posted on this page).
Features
![]() |
GUI Options:
• Longitude, latitude and elevation for where to place in Google Earth. • Cross-platform (Win, OS X, Nix). |
Install / Usage
Install
1) Download the most recent version of Maya2GoogleEarth.
2) Before Maya is running, place Maya2GoogleEarth.mel in scripts directory.
Windows C:\Documents and Settings\USER NAME\My Documents\maya\scripts\
UNIX/Linux /usr/people/USER NAME/maya/scripts/
Mac OS X /Users/USER NAME/Library/Preferences/Alias/maya/scripts/
3) Place Maya2GoogleEarth.xpm icon in icon folder.
Windows C:\Documents and Settings\USER NAME\My Documents\maya\VERSION (eg 6.5)\prefs\icons
UNIX/Linux /usr/people/USER NAME/maya/VERSION (eg 6.5)/prefs/icons/
Mac OS X /Users/USER NAME/Library/Preferences/Alias/maya/VERSION (eg 6.5)/prefs/icons/
How to use
1) Start Maya and load a model - the model has to be a POLYGON model - NO NURBS.
2) Select the model(s) so that it is highlighted.
* It is highly advised that you combine all the polygons you wish to export - as it helps with alignment.
3) In the MEL command input (below the timeline) type Maya2GoogleEarth; and hit enter.
4) Put in your settings and hit export - save the file with the .kml extension.
5) Wait for progress bar to finish - If the model is quite complex it can take a while to export.
6) Open file with Google Earth.
Tips
• In Google Earth change the settings so that it shows long/lat as decimals.
• The exporter uses the Maya origin as the point for the long/lat coordinates.
• Make sure in Maya your normals are facing outward, otherwise the lighting will look strange.
• Maya2GoogleEarth does not work with Maya PLE (Personal Learner Edition), try downloading the Maya demo instead.
Bugs / To Do
Bugs
We would love to get contribution / help / advice regarding these matters.
• As a result of correcting for polar distortion, separate polygons can end up overlapping each other. The work-around right now is to combine your polygons before you export.
• If you are working on a really large scale (like the size of a country) and you are placing the models near the North / South Poles a small amount of distortion will be seen in the model (We are already undistorting for the fact that width of longitude aproaches 0 as we approach the poles).
• Models directly on top of the Poles will be really messed up.
• Models that are huge and elevated far above the earth will be distorted proportionally to their elevation from the Earth's surface.
To Do
• Add Google Earth camera properties to the GUI.
• Allow you to export Maya's perspective camera to the KML file so the view is identical in Google Earth.
Download
Maya2GoogleEarth (0.12) zip - Fixed alpha channel bug - Now works for Maya 5.0
Press
Cool Hunting
Make Blog
Google Earth Blog
randomwalks/dj
Rhizome.org
Rebang
brandflakesforbreakfast
Ogle Earth
Credits
Maya2GoogleEarth was developed at the Eyebeam Production Studio by Theodore Watson, Cathy Shive and Evan Harper, with help and inspiration from Michael Frumin and Rob O'Neill. The project was inspired by Michael Frumin's Open GL extraction utility OGLE which can extract 3D data from openGL programs like Google Earth.
Support, Feedback and Contact
Suggestions, support and feedback
For suggestions, support, and feedback please visit the Maya2GoogleEarth forums
Contact
Please contact us at production@eyebeam.org








