Maya2DTS updates
by Danny Ngan · in Torque Game Engine · 07/12/2004 (4:25 pm) · 60 replies
Here are some updates to the Maya2DTS exporter and the dtsUtility. This is mostly for you Maya 5 users out there.
maya2dtsExporter (courtesy of Clark Fagot):
- Added support for double-sided materials.
- Added support for visibility animations.
- Alpha channels on the Tranparency channel now work correctly (Translucency still works).
- Multiple material bug fixed.
dtsUtility:
- Changed the default value for overrideDuration to -1, i.e. "off" by default (thanks to Mark McCoy for noticing this).
- Added "Renumber Selection" button for quickly adding detail levels to multiple shapes.
- Added "DTS" menu containing all dtsUtility options.
- Added "Setup" submenu with options to configure Maya for TGE.
- Added "Rendering Options" submenu with options for enabling Visibility Animation and Two-Sided Materials.
- Added "Help" menu with links to documentation and support websites.
- Moved some button-based operations to the DTS menu to minimize clutter in the window.
The updated File Pack and documentation are available here: Maya2DTS Online Reference.
maya2dtsExporter (courtesy of Clark Fagot):
- Added support for double-sided materials.
- Added support for visibility animations.
- Alpha channels on the Tranparency channel now work correctly (Translucency still works).
- Multiple material bug fixed.
dtsUtility:
- Changed the default value for overrideDuration to -1, i.e. "off" by default (thanks to Mark McCoy for noticing this).
- Added "Renumber Selection" button for quickly adding detail levels to multiple shapes.
- Added "DTS" menu containing all dtsUtility options.
- Added "Setup" submenu with options to configure Maya for TGE.
- Added "Rendering Options" submenu with options for enabling Visibility Animation and Two-Sided Materials.
- Added "Help" menu with links to documentation and support websites.
- Moved some button-based operations to the DTS menu to minimize clutter in the window.
The updated File Pack and documentation are available here: Maya2DTS Online Reference.
About the author
#42
09/07/2004 (1:41 am)
Oh ... I'm sorry ... today it is working. Maybe my computer just needed a restart. Next time I'll rather wait a day before I complain ;)
#43
09/08/2004 (6:20 am)
I just wanted to say thanks to Danny, this exporter works well. I have been able to successfully export my models with ease. Thanks!
#44
I've added two mount nodes mount0 and mount1 to my character model, one in right hand and another in the left. I parent two nodes to joints just follow the tutorial says. After testing the exported dts in the game, I cann't mount anything to the mount slots.
So I check the dump file to figure out the problem, it show that the mount0 and mount1 nodes been removed cause they are unneeded nodes. Any clue for this?
Finally, I rename one of the joints to mount0 and another to mount1 then reexport the model. The above problems disappeared and I can mount weapons to the slot 0 no problem. But when I mount weapon to slot 1 just dont work, it was always mounted to slot 0. So what's the problem here? Any comment is welcome.
@Danny:
After about two weeks work with the maya dts exporter, we still can only use the extrude tools to build the models with mirror. So would you mind if we mail some of the models for you to take a look at? Thanks in advance.
09/08/2004 (8:59 am)
Questions about mount nodes:I've added two mount nodes mount0 and mount1 to my character model, one in right hand and another in the left. I parent two nodes to joints just follow the tutorial says. After testing the exported dts in the game, I cann't mount anything to the mount slots.
So I check the dump file to figure out the problem, it show that the mount0 and mount1 nodes been removed cause they are unneeded nodes. Any clue for this?
Finally, I rename one of the joints to mount0 and another to mount1 then reexport the model. The above problems disappeared and I can mount weapons to the slot 0 no problem. But when I mount weapon to slot 1 just dont work, it was always mounted to slot 0. So what's the problem here? Any comment is welcome.
@Danny:
After about two weeks work with the maya dts exporter, we still can only use the extrude tools to build the models with mirror. So would you mind if we mail some of the models for you to take a look at? Thanks in advance.
#45
The mount nodes are getting ignored, because they have no animation data on them. What you should do is create a config file and place the mount nodes in the AlwaysExport list.
As for the problem models, it seems very odd that you can only extrude faces to build your shapes. Go ahead and send me a couple of the models, and I'll take a look at them.
09/08/2004 (9:59 am)
Steven,The mount nodes are getting ignored, because they have no animation data on them. What you should do is create a config file and place the mount nodes in the AlwaysExport list.
As for the problem models, it seems very odd that you can only extrude faces to build your shapes. Go ahead and send me a couple of the models, and I'll take a look at them.
#46
@Danny:
Thanks!
09/09/2004 (6:31 am)
The mount node problems been solved! Forgot to check the reference tutorial again.@Danny:
Thanks!
#47
When I try to mount a sword to the mount1 node in the left hand. I found that the sword did not mount in the right direction as in the right hand.
I adjust the mount1 node's axis in maya without any success. What's the correct procedure to setup the mount1 node for the left hand weapons?
For example, do I need to create another sword model separately for the left hand?
09/14/2004 (12:52 pm)
Another question about the mount1 node:When I try to mount a sword to the mount1 node in the left hand. I found that the sword did not mount in the right direction as in the right hand.
I adjust the mount1 node's axis in maya without any success. What's the correct procedure to setup the mount1 node for the left hand weapons?
For example, do I need to create another sword model separately for the left hand?
#48
09/15/2004 (5:39 am)
I'm having trouble with two copies of the character loading again (the static image with the animated one on top) and when I try what I did last time, it doesn't work. I have the polySurface in start01 again right now because its the closest to correct, however I tried putting it in base01, outside that tree entirely, and parenting it to skeleton, nothing seems to work. Any advice.
#49
09/15/2004 (6:31 am)
Accually, I just managed to get rid of the shadow, mostly. I went into Sequence Attributes and turned off the IgnoreVisibility Option, then made the mesh invisible when I export sequence. However, when the animation loops, you can see it briefly (for just 1 or 2 frames) show the static image. Is there anything else in these options I might want to check. Plus, does anything need to be turned on for the texture UV's to export as well. They don't export it seems because the texture doesn't load up. Thanks.
#50
I'm not certain what the problem could be. You could try adjusting the sword's offset in script. You could try creating another sword just to see if it will work.
@Michael:
If the shape is skinned to a skeleton, make sure it is at the scene root level. The duplicate mesh is created when a skinned mesh is also in the shape hierarchy.
For the missing texture, make sure that the texture is in the same directory as the dts shape when you want to load it in the game or in show.
09/15/2004 (9:11 am)
@Steven:I'm not certain what the problem could be. You could try adjusting the sword's offset in script. You could try creating another sword just to see if it will work.
@Michael:
If the shape is skinned to a skeleton, make sure it is at the scene root level. The duplicate mesh is created when a skinned mesh is also in the shape hierarchy.
For the missing texture, make sure that the texture is in the same directory as the dts shape when you want to load it in the game or in show.
#51
ps. Do you have a readme of what all the options do in the sequence Attributes menu? Thanks bro.
09/15/2004 (9:48 am)
I have the texture in the folder with the dts file, both with the files name, and with the name the png was when the model was created in Maya. Neither work. And what do we use to make the eye and cam items within maya. Is it a locator, empty group, or something else. I have tried both of those and neither work.ps. Do you have a readme of what all the options do in the sequence Attributes menu? Thanks bro.
#52
www.dannyngan.com/torque/maya2dts
Eye and cam nodes are just empty group nodes. If they don't show up after export, they are probably getting ignored because there is no animation data on them. To ensure that they do export, put them in the AlwaysExport list in your configuration file.
09/15/2004 (12:06 pm)
Documentation for the Maya2DTS exporter is located here:www.dannyngan.com/torque/maya2dts
Eye and cam nodes are just empty group nodes. If they don't show up after export, they are probably getting ignored because there is no animation data on them. To ensure that they do export, put them in the AlwaysExport list in your configuration file.
#53
09/16/2004 (5:15 am)
Thanks for the help with that. We have that model in and working fine now. Sorry about all the questions, however I have just one left. With this last model we are trying to get in, it loads up with all the normals inverted no matter what I do in Maya. I have tried inverting the normals and exporting again, but they are still inside out on the model when torque loads it up. I also turned on two sided material as an attempt but that didn't work either. Any idea's what might be wrong? Thanks again.
#54
09/16/2004 (9:05 am)
I'm not sure what would cause that. I would try deleting history on the shape after setting the normals in the correct direction, then re-exporting.
#55
09/20/2004 (11:41 am)
I figured out what was going on. It's being caused by the transparency in the png file. When I go into the hypershader and tell Maya to pull the transparency with the color, the image gets rendered backwards, the back gets rendered over the front. If I take out transparency, it goes back to normal. Any suggestions?
#56
09/20/2004 (12:47 pm)
Sounds like a sorting issue with transparency. I'm not sure if there is a fix for it at this time. Since the exporter is still beta, Clark might be working on something to fix that.
#57
09/21/2004 (4:45 pm)
Does the force transform option work on the sequences? Mine crashes maya when I turn it on. But if I leave it off, everything works fine.
#58
09/21/2004 (6:33 pm)
I am not aware of that problem. I'll double check when I get a chance.
#59
One issue - When I import the model into Torque, and move the mouse up, the view goes beneath the terrain. When I move the mouse down, everything looks great.
What do I need to change in my model in Maya to prevent this?
03/15/2005 (10:28 pm)
I'm using the dtsUtility with Maya 6 and have found it very helpful. One issue - When I import the model into Torque, and move the mouse up, the view goes beneath the terrain. When I move the mouse down, everything looks great.
What do I need to change in my model in Maya to prevent this?
#60
Can you compile the latest for 6.5? or is there a location for the source, I can assist compiling for 6.5
03/29/2005 (11:09 am)
Hey danny or clark,Can you compile the latest for 6.5? or is there a location for the source, I can assist compiling for 6.5
Torque Owner Danny Ngan