Pipeline for Maya -> T3D
by jeepee · in Torque 3D Professional · 09/14/2009 (9:53 am) · 3 replies
Hello all
I have a question about my pipeline from maya to T3D.
In my current pipeline I create a complete scene in maya. For example a house with doors and windows. After lighting my scene and everything I export all the separate objects to collada. I could off course create one model of my scene, but I prefer to re-use my models.
The next step is to copy my models to the correct Torque folder and import them into my scene. The problem is that the objects insert into the scene on the location where my camera is. So after inserting them, I have to relocate the objects to the correct position. And for some objects this has to be quite accurate.
This process is pretty time consuming and I was hoping there would be a way which is similar to the purelight program. Here you place the objects in one folder and than the objects are placed in the scene at the original spot.
Is there a way to place objects into a scene based on the original (maya) location?
Greetings and thanks
I have a question about my pipeline from maya to T3D.
In my current pipeline I create a complete scene in maya. For example a house with doors and windows. After lighting my scene and everything I export all the separate objects to collada. I could off course create one model of my scene, but I prefer to re-use my models.
The next step is to copy my models to the correct Torque folder and import them into my scene. The problem is that the objects insert into the scene on the location where my camera is. So after inserting them, I have to relocate the objects to the correct position. And for some objects this has to be quite accurate.
This process is pretty time consuming and I was hoping there would be a way which is similar to the purelight program. Here you place the objects in one folder and than the objects are placed in the scene at the original spot.
Is there a way to place objects into a scene based on the original (maya) location?
Greetings and thanks
#2
You can change the drop location of objects in the T3D editor under the Object menu. Though I don't think the place at origin option is doing what we expect it to, it places the objects such that they are centered about (0, 0, 0) and not placed exactly where they are in the mesh file. Place at centroid sorta works, though if you move the camera, any new additions won't line up anymore.
What are your Maya export options? You might be able to tweak something in there as well.
Barring that, if you open up the mission file, you can mass replace the positions with 0 0 0.
10/08/2009 (3:10 pm)
For pureLIGHT we position everything at (0, 0, 0) in T3D, since we collapse all of the transforms on the geometry.You can change the drop location of objects in the T3D editor under the Object menu. Though I don't think the place at origin option is doing what we expect it to, it places the objects such that they are centered about (0, 0, 0) and not placed exactly where they are in the mesh file. Place at centroid sorta works, though if you move the camera, any new additions won't line up anymore.
What are your Maya export options? You might be able to tweak something in there as well.
Barring that, if you open up the mission file, you can mass replace the positions with 0 0 0.
#3
www.garagegames.com/community/forums/viewthread/62808
I'd like to add that this was for dif objects in the old engine but it might still work... there also might be a new way to do it that I'm not aware of.
10/08/2009 (10:29 pm)
One possible way to do it here:www.garagegames.com/community/forums/viewthread/62808
I'd like to add that this was for dif objects in the old engine but it might still work... there also might be a new way to do it that I'm not aware of.
Associate Chris Robertson
I assume this is how PureLight works as well, since it has no idea where your objects were placed in Maya so would have to use a common reference point to position them.