Frictional Games Forum (read-only)

Full Version: Exporting animations from maya [solved] look here!
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2 3 4 5 6 7
I just tried it, works for me.

Did you make sure the texture files were in the same folder? Also, loading a new model with animation while there's already one loaded seems to crash it; just have to restart modelview. I didn't have any weird movement problems or anything though, it was all good.
Means you guys managing to export animations?
Yup, I did it fine. Smile
Can you look at the hand animations of flashlight too?
I want to use it on my custom story but it's really buggy :/

I don't have any modeling experience so I really can't do it on my own :/
Where is it? I looked through the thread but I only found the download for the flashlight model.
Thanks, I'll see if I can improve them. Smile
Also, made a test monster, and it came out just fine too! Uploading now, will post in showcase soon. Tongue
Thank god. And thank you Bigzy. I have such good ideas in store.. and now I can make em come true! Means that I've simply messed up along the way. Will look into it, and probably come back for help.
Could you please explain the process Bigzy?
Okay, so I created my monster, named him stickguy. Big Grin

So I modeled him, rigged him up for his default animation, similar to the grunt. You don't have to, but it'll just show the enemy in his bind pose in the level editor and such otherwise, and it might also act as one of the idle animations, not sure (don't think it is since the brute doesn't have a default animation). Anyway, after that, I exported it as stickguy.dae (with stickguy.dds of course). After that, i got rid of all the animations I had initially and made a walk animation. Then I exported it as walk.dae and imported it into the animations subdirectory that I created. Then reset the animations, etc, until I did all 13 animation types for enemies. If you're doing a harder model, it's probably best to save an unanimated version of the monster as a backup, along with the default animation one. Anyway, after that, I went in and changed all the dae's in the animation folder to dae_anim, just simply renamed them. Not the one in the root directory though. After that, opened him up in modelviewer to make the mat and msh files, then opened him in the modeleditor. Changed him to grunt_type enemy. Then, went to animations, and added all the animation names and files, similar to the grunt. Pretty sure they have to be named exactly the same, because that's how the engine recognizes when to play what animation, though you can control a few things like sounds played and the speed of the animation. After that, all done! Just put him in the map. The anm files are created automatically the first time the enemy is loaded, so you don't have to worry about those. That's it!
Err, was this the way the flashlight was left? Just wanna be sure it's not corrupt.

http://img855.imageshack.us/i/flashlight.png/
Pages: 1 2 3 4 5 6 7