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Exporting animations from maya [solved] look here!
xiphirx Offline
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#51
RE: Exporting animations from maya causes issues

No, the flashlight was not left like that D:

04-30-2011, 05:02 AM
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MrBigzy Offline
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#52
RE: Exporting animations from maya causes issues

Strange...just have to copy and paste into models folder, nothing else right?
(This post was last modified: 04-30-2011, 05:25 AM by MrBigzy.)
04-30-2011, 05:25 AM
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xiphirx Offline
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#53
RE: Exporting animations from maya causes issues

I included instructions... and no thats not how you do it D:

Are you using this package? http://www.mediafire.com/?lmigl6yl2m74h2f

(This post was last modified: 04-30-2011, 05:34 AM by xiphirx.)
04-30-2011, 05:34 AM
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MrBigzy Offline
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#54
RE: Exporting animations from maya causes issues

"Copy and paste the models folder into your amnesia directory and replace all"

That's what it says. D:

Edit: Nevermind, found the problem. The animations weren't renamed to dae_anim. D:
(This post was last modified: 04-30-2011, 09:03 PM by MrBigzy.)
04-30-2011, 02:15 PM
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MrBigzy Offline
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#55
RE: Exporting animations from maya causes issues

Also, with the maya stuff; it seems exporting only works when you combine all objects into one, with only one material linked to it and only one skin. I'm not sure why this is...there's probably something wrong with it since it works with the grunt. This only applies when the model is skinned, if it isn't you can have multiple objects in the model and it'll export fine.
04-30-2011, 03:25 PM
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DonProtz Offline
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#56
RE: Exporting animations from maya [solved] look here!

Hello,
solved? Not really, Bigzy did a good job and i like it that he shared his knowledge but I dont know which version of maya is needed and to this is connected to which version of open collada. I can open all models with animation fine with maya 2011 and the collada 1.3.0 "only" exporting wont really work. I animate the male_corpse and the modelviewer was only 2 times able to show the animation out of many tries to open it, the other times the modelviewer just got an error and closed. Huh Than the animation was not like i made it, hmm no clue about it because i cant test it that way, looked like something with the axis but i have change the y as up axis.
Iam a littel bit despaired because i cant even export a model with maya where I did not change anything just import and export.
Help me Tongue
and sorry for my english,
--------------------------------------------------------------------------
Blush k now i found what was wrong, i had the wrong export settings Rolleyes

Hello my friend, stay a while and listen
(This post was last modified: 05-01-2011, 10:22 AM by DonProtz.)
05-01-2011, 09:40 AM
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Acies Offline
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#57
RE: Exporting animations from maya [solved] look here!

Hi DonProtz, I know that he is using Maya 2011 and OpenCollada 1.3.
Edit: oh noticed your edit now Smile

[Image: mZiYnxe.png]


(This post was last modified: 05-01-2011, 01:29 PM by Acies.)
05-01-2011, 01:21 PM
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DonProtz Offline
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#58
RE: Exporting animations from maya [solved] look here!

(05-01-2011, 01:21 PM)Acies Wrote: Hi DonProtz, I know that he is using Maya 2011 and OpenCollada 1.3.
Edit: oh noticed your edit now Smile

thx for replying,my problem was i set animation on when i exported nonanimated stuff... blender exporter doesnt care if its on or off

Hello my friend, stay a while and listen
05-01-2011, 02:32 PM
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DonProtz Offline
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#59
RE: Exporting animations from maya [solved] look here!

Littel tip for testing your animations, dont rely on the modelviewer its a bit "crashy" better rely on modelviewer (hehe now you can choose.... Yeah Mr.Bigzy is right, rely on the modeleditor Smile ), if all work fine there it should be the same in the game.

Hello my friend, stay a while and listen
(This post was last modified: 05-02-2011, 05:42 PM by DonProtz.)
05-02-2011, 10:47 AM
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MrBigzy Offline
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#60
RE: Exporting animations from maya [solved] look here!

He means don't bother with modelviewer and skip to modeleditor. xD
Okay, I figured out the multiple object skinning problem. When you skin an object in Maya, you can have multiple joint chains and multiple sets of objects, but ALL objects have to be skinned to joint chains to be able to work, either a common joint chain or their own. This is similar to the grunt; both his body and his hair is skinned to his skeleton, just that his hair was made to have no weights at all on the heirarchy.
(This post was last modified: 05-02-2011, 02:56 PM by MrBigzy.)
05-02-2011, 02:13 PM
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