Complexity of Shapes
by Jan Guilfoyle · in Artist Corner · 02/14/2007 (8:41 am) · 3 replies
Can anyone give me some guidelines as to how to make my shapes so as Torque will accept them. I find that any kind of complex shape comes in as just a box! Ive given up nurbs modelling, but even using polygon cubes and extruding them a little, some of my shapes still wont go in. Any suggestions would be very much appreciated.
#2
I have managed to export (without errors in Maya), but the problem occurs when I try to open it in Torque, sometimes I just get one cube! But I'll check out that link in any case
02/14/2007 (9:01 am)
Thanks Dave,I have managed to export (without errors in Maya), but the problem occurs when I try to open it in Torque, sometimes I just get one cube! But I'll check out that link in any case
#3
How complex are we talking? What's your triangle count? Any mesh over 10,000 polys/tris will probably do wierd things. This seems to apply to several DTS exporters (but not all). If that seems to be the problem in your case, try breaking your high-poly meshes into lighter weight sub-objects.
Also, while you're waiting for Maya specific advice, you might try exporting your shape to .OBJ file format then using the standalone obj2dts exporter to see if your static shape objects come out ok.
Here are some links . . .
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=7541
www.conceptjewel.com/torque/obj2dts/commandline.html
Again, this are just some quick suggestions from a well-meaning, but somewhat clueless non-Maya user. :)
02/14/2007 (9:06 am)
I'm not a Maya user, this may not help, but here goes . . .How complex are we talking? What's your triangle count? Any mesh over 10,000 polys/tris will probably do wierd things. This seems to apply to several DTS exporters (but not all). If that seems to be the problem in your case, try breaking your high-poly meshes into lighter weight sub-objects.
Also, while you're waiting for Maya specific advice, you might try exporting your shape to .OBJ file format then using the standalone obj2dts exporter to see if your static shape objects come out ok.
Here are some links . . .
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=7541
www.conceptjewel.com/torque/obj2dts/commandline.html
Again, this are just some quick suggestions from a well-meaning, but somewhat clueless non-Maya user. :)
Torque Owner Dave MacIsaac
As long as its polygons
as long as its triangulated
as long as its hierarchy is setup right
Should start with the doc's here..........http://www.dannyngan.com/torque/maya2dts/reference/index.htm