Exporting IFL Animations from Maya 2009
by Tim Dix (Raverix) · in Torque 3D Professional · 10/17/2009 (6:02 pm) · 3 replies
Hello, my artist is having trouble exporting IFL animations from Maya to T3D as a DTS. He's done it successfully in the past with previous versions of Maya, but can't with using Maya 2009, 64 bit edition.
Has anyone successfully done so? Does anyone have a workaround for the problem? The sub mesh is being 'textured' with the .ifl, and the option to export IFLs is enabled... the sequence shows up in the shape editor, but it doesn't animate. Any suggestions would be greatly appreciated.
If it's possible to do as collada, we'd be happy to try that route as well, but the models keep crashing on import as collada, so we've been sticking with the DTS Exporter.
*Update - We've solved the crashing issue with collada, but still cannot export IFL animations in either collada or dts formats.
Has anyone successfully done so? Does anyone have a workaround for the problem? The sub mesh is being 'textured' with the .ifl, and the option to export IFLs is enabled... the sequence shows up in the shape editor, but it doesn't animate. Any suggestions would be greatly appreciated.
If it's possible to do as collada, we'd be happy to try that route as well, but the models keep crashing on import as collada, so we've been sticking with the DTS Exporter.
*Update - We've solved the crashing issue with collada, but still cannot export IFL animations in either collada or dts formats.
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#2
What was the IFL sequence named? When you call it in script what code are you using?
Just a couple of questions that we might want to know inorder to better help you.
10/22/2009 (7:55 am)
Do you have showtool? Does showtool show the IFL animation as a sequence?What was the IFL sequence named? When you call it in script what code are you using?
Just a couple of questions that we might want to know inorder to better help you.
#3
I'm pretty sure the code works, since it works with tanks exported from earlier versions of the exporter, but here it is:
mShapeInstance->setPos(mLTreadThread,fmod(1.0f-deltaHelper.getLTread()*getDataBlock()->lTreadSeqScale,1.0f));
10/25/2009 (9:52 pm)
It does the same thing in the showtool as the shape editor. I see the threads, and can play them, but I don't see an affect on the model, however, since the treads are completely white, not sure what's going on. As for the script, I'm not calling it from script, I'm calling it from code. (The tank pack)I'm pretty sure the code works, since it works with tanks exported from earlier versions of the exporter, but here it is:
mShapeInstance->setPos(mLTreadThread,fmod(1.0f-deltaHelper.getLTread()*getDataBlock()->lTreadSeqScale,1.0f));
Torque 3D Owner Tim Dix (Raverix)