Welcome Torque Maya Users
by Danny Ngan · in Artist Corner · 11/03/2004 (4:54 pm) · 13 replies
This is where all the Maya magic will happen. :)
If you haven't already seen the latest updates, be sure to check out www.dannyngan.com/torque/maya2dts. Beta builds of the exporter for Maya 6 for both Mac and Windows are now available. Please hammer on these builds as much as you can and post any feedback that you have. I'm aware of some issues with dtsUtility.mel and will get to those when I have some free time (which is quite lacking at this time).
If you haven't already seen the latest updates, be sure to check out www.dannyngan.com/torque/maya2dts. Beta builds of the exporter for Maya 6 for both Mac and Windows are now available. Please hammer on these builds as much as you can and post any feedback that you have. I'm aware of some issues with dtsUtility.mel and will get to those when I have some free time (which is quite lacking at this time).
About the author
#2
3ds max, Lightwave or Maya...
That picure looks sweet good work. How does that model look inside TGE? Is there an in game screen
or -show shot?
EDIT: Nevermind I purchased it. The doc's alone are worth the price. Appreciate it.
11/06/2004 (3:02 pm)
Cool stuff. Right now I am struggling with a decision on which 3d product to buy.3ds max, Lightwave or Maya...
That picure looks sweet good work. How does that model look inside TGE? Is there an in game screen
or -show shot?
EDIT: Nevermind I purchased it. The doc's alone are worth the price. Appreciate it.
#3
Any good help/tuts out there?
11/23/2004 (5:13 pm)
My maya artist can't get the exporter to work for animations. It wont produce dsq filesAny good help/tuts out there?
#4
11/23/2004 (5:18 pm)
Make sure you get the most recent version of the exporter, as a couple months ago the dsq export code was left out.
#5
11/23/2004 (6:17 pm)
Where do I find "the most recent"? one I have 3 or 4 of em but none are versioned
#6
11/23/2004 (6:48 pm)
I believe www.dannyngan.com has the most recent builds, or at least recent enough to include the dsq export functionality. Beyond that you should refer to the reference he has available there and the max exporter docs
#7
11/23/2004 (7:08 pm)
Ok thanks..thats the one he's using.
#8
The reason howard he can't export a .dsq is because he has to detach the skeleton before exporting.(not on the DTS only DSQ's because it only needs the joint info, but the meshes still need to be in the scene somewhere)
Here's what I do:
-After animating
-Save
-Detach skin (delete history)
-export .dsq
-undo(until skin returns on mesh)
-save again(you can never be too careful)
PS always make a backup of the file before exporting. the reason is I exported once and I forgot something and it ended up corrupting my file and I lost two days of work.
Also make sure to use the .cfg files when exporting because certain animations only allow you to use certain joints. Eg. If the player_forward.dsq uses the entire body to run then when you try to export the player_lookde.dsq (Aim up and down) it won't work. You have to seperate them into upper and lower body.
If you still need more help on this you can email me personally and I can give you a more detailed walkthrough or a copy of my model.
Also I'm just an animator messing around if you need another artist let me know cuz I could use a programmer.
samsonuik@hotmail.com
12/08/2004 (11:52 am)
Hey howard,The reason howard he can't export a .dsq is because he has to detach the skeleton before exporting.(not on the DTS only DSQ's because it only needs the joint info, but the meshes still need to be in the scene somewhere)
Here's what I do:
-After animating
-Save
-Detach skin (delete history)
-export .dsq
-undo(until skin returns on mesh)
-save again(you can never be too careful)
PS always make a backup of the file before exporting. the reason is I exported once and I forgot something and it ended up corrupting my file and I lost two days of work.
Also make sure to use the .cfg files when exporting because certain animations only allow you to use certain joints. Eg. If the player_forward.dsq uses the entire body to run then when you try to export the player_lookde.dsq (Aim up and down) it won't work. You have to seperate them into upper and lower body.
If you still need more help on this you can email me personally and I can give you a more detailed walkthrough or a copy of my model.
Also I'm just an animator messing around if you need another artist let me know cuz I could use a programmer.
samsonuik@hotmail.com
#9
02/24/2005 (12:25 pm)
Anyone know of a tutorial to set up a simple character in Maya that will export? Danny Ngan has some nice tutorials to learn the basics, but I'm having trouble setting up a character correctly to not run into an error when I try to export it in anyway.
#10
02/24/2005 (12:28 pm)
Anyone know of a tutorial to set up a simple character in Maya that will export? Danny Ngan has some nice tutorials to learn the basics, but I'm having trouble setting up a character correctly to not run into an error when I try to export it in anyway.
#11
I can help you, I don't have a tutorial, but send me your maya file and I can tel you what you did wrong and give you a quick run-through on how to export. Most of the time it's just a naming convention.
samsonuik@hotmail.com
02/24/2005 (12:59 pm)
Hey mark,I can help you, I don't have a tutorial, but send me your maya file and I can tel you what you did wrong and give you a quick run-through on how to export. Most of the time it's just a naming convention.
samsonuik@hotmail.com
#12
03/01/2005 (5:48 pm)
The issue I am having is that the tutorial says you need to create a bounding box that is not connected to an object but the mel script that is written for the exporter won't let me do that. Not sure if it is something wrong with the mel script or something wrong with the tutorial, but I can't get the hierarchy right for the exporter to work.
#13
If you select the mesh then click the bounding box button it should just create a triangulated box called bounds unconnected from anything. If it doesn't do that, do it manually.
-Just create a box,
-call it 'bounds',
-triangulate it,
-delete it's history(to get rid of the triianulation history),
-rotate the X-axis '-90',
-move the pivot to the bottom of box,
-scale to fit entire mesh,
-freeze tramsform just the scale attributes
03/01/2005 (6:10 pm)
Hey mark,If you select the mesh then click the bounding box button it should just create a triangulated box called bounds unconnected from anything. If it doesn't do that, do it manually.
-Just create a box,
-call it 'bounds',
-triangulate it,
-delete it's history(to get rid of the triianulation history),
-rotate the X-axis '-90',
-move the pivot to the bottom of box,
-scale to fit entire mesh,
-freeze tramsform just the scale attributes
Torque Owner Mark McCoy
Well, as long as I'm here....
[shameless plug]
Look, it's the Bravetree Character Pack in Maya:
[/shameless plug]
:)