Maya Character export issues

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Maya Character export issues

Postby Fenrix on Sun Aug 28, 2011 5:22 pm

Hiya. I'm working on a mod where I am the one and only modeller/texturer/animator/mapper so. I have heaps of work to do but I have one massive annoyance holding back work on the mod.

I am having major trouble getting any of my characters to actually export from any program.

I have tried:
Maya 2009
Maya 2008
Maya 7
Maya 2011

3D studio Max 2011

and XSI mod tool 6


and each and every one fails in different ways :cry:

I have managed to get models into game by exporting from maya to OBJ to XSI Mod tool. but when they export as smd, for some reason all my normals are pointing at the sky. all of them. one direction. it makes the model become lit really strangely kind of like those reflector strips on workmens saftey gear.

So I think the best way would be to figure out how to modify normals in the XSI mod tool but I have been unable to find any documentation on it.


I have had limited sucess with the valve maya plugin for version 7. it will compile but the model refuses to bind to my skeleton and I have no idea why. it is smooth bound using maya and everything. but when i open it in model viewer it is lying on its back with the bones standing in it's chest.

I could really use some help here because character models are starting to pile up on me. all complete but not in game :cry:
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Re: Maya Character export issues

Postby Jangalomph on Mon Aug 29, 2011 12:44 pm

Maya is a dick to source. From what I know "which is limited" You need the proper mel script to even make it export to smd correctly. That sums it up. You're probably better off exporting it to 3ds max, then attempting export to source from there.

I'm not modelling god, and I don't know much about source modelling since it never liked my maya models.
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Re: Maya Character export issues

Postby Fenrix on Mon Aug 29, 2011 2:10 pm

Yeah I have just managed to compile a model correctly using maya 2011. all the other compilers were collapsing all my bones for no reason.

I was using prall's smd exporter which was bugging out and collapsing my bones as well. but I found a recent updated version on the steam forums that seems to have mysteriously made things work.

I just hope I can reproduce my compiles as I have no idea what I did right or wrong this time XD


On the 3ds max side. I'm a long time maya user and max totally confuses me. I tried wallworms smd tool thing but it has to be one of the most confusing and fiddly tools to set up.
I mean i'm all for automation but to be honest... its easier to just write a qc file in notepad or build and compile textures using vtfedit than spending half an hour setting up wallworms tool to work correctly.

raarg.

anyway. this is the plugin I found for any other maya users who have 2011 and are having issues. http://raegquit.com/dizzyone/dump/dt_sm ... Script.rar


Pic of successfully compiled model in game http://dl.dropbox.com/u/17076512/2011-08-30_00004.jpg
:D
going to re-rig and animate these things eventually but for the moment. craazy zombie fingers persist :3
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Re: Maya Character export issues

Postby shawnolson on Thu Sep 01, 2011 1:49 am

Fenrix wrote:I'm a long time maya user and max totally confuses me. I tried wallworms smd tool thing but it has to be one of the most confusing and fiddly tools to set up.
I mean i'm all for automation but to be honest... its easier to just write a qc file in notepad or build and compile textures using vtfedit than spending half an hour setting up wallworms tool to work correctly.


I am a little biased on the issue... but... :)

Many people have been confused on setting up Wall Worm tools. But in reality the setup comes down to setting three folder paths (your mod's SDK modelsrc, materialsrc and Bin directory) and making sure your destination folders exist. It literally takes me about 30 seconds to set it up.

Anyway, I just wanted to stick up for little ol' worm tool... as he's not really that hard to set up once you understand what has to be set. In fact, I even wrote out the world's most detailed explanation you could ever want on the way to set it up, including a handy-dandy chart that demonstrates what/where/how, etc:

Setting Up WWMT without the aide of midgets, hired or volunteered.
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Re: Maya Character export issues

Postby Fenrix on Mon Sep 19, 2011 4:47 pm

Yeah I went back and gave it another go but I can't devote the time to get my head around a new modelling program at the moment as i'm using maya all the time in my animation course :)
I suspect given an hour or so of fiddling and following your tutorial it would work. you know how it is for every minute of tutorial expect users to spend at least 3 trying to figure out what in the blazes you're on about.

now go make something like it for maya ;) because maya really needs some compiling love imo :D
one that just compiles models properly and is clearly documented and has ERROR LOGGING.... RARG! *rubs fingers in a money jesture* for meeee? :3

the single greatest flaw in all smd compilers is a lack of explanation when something fails which leaves modellers sitting there wondering which one of a thousand variables they broke. (note: by all i mean maya compilers *sniff*)
sigh.
thaats right more compiler issues with weapons now. siiigh...
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