Need Help Exporting Model
by Ryan Bailey · in Artist Corner · 05/26/2007 (4:24 pm) · 4 replies
I'm using Maya 5 and trying to export a character model to dts. The model doesn't have a texture but I tried giving it one and it still doesn't work. I'm new to this and am not using a cfg file. Before exporting I deleted the history and everything that wasn't the mesh. I froze all transforms, triangulated, created a bounding box, embedded the shape, registered details, and hit export. I've been trying to get this model to export for 3 days now. On this latest attempt maya crashed and said something about a null pointer. I'd be greatful for any suggestions.
Here's the 'OpenMayaErrorLog.txt'
API Error Log Opened Saturday, May 26, 2007 05:33:28 PM
Object is incompatible with this method
Method: findPlug
Class: MFnDagNode
Object is incompatible with this method
Method: setObject
Class: MFnReflectShader
Object is incompatible with this method
Method: findPlug
Class: MFnDagNode
Object is incompatible with this method
Method: findPlug
Class: MFnDagNode
Object is incompatible with this method
Method: setObject
Class: MFnReflectShader
Object is incompatible with this method
Method: findPlug
Class: MFnDagNode
Here's the 'OpenMayaErrorLog.txt'
API Error Log Opened Saturday, May 26, 2007 05:33:28 PM
Object is incompatible with this method
Method: findPlug
Class: MFnDagNode
Object is incompatible with this method
Method: setObject
Class: MFnReflectShader
Object is incompatible with this method
Method: findPlug
Class: MFnDagNode
Object is incompatible with this method
Method: findPlug
Class: MFnDagNode
Object is incompatible with this method
Method: setObject
Class: MFnReflectShader
Object is incompatible with this method
Method: findPlug
Class: MFnDagNode
About the author
#2
05/26/2007 (4:27 pm)
It's also really annoying because it takes 45-60 minutes per export attempt before it fails.
#3
05/26/2007 (4:50 pm)
I dont know Maya, but that triangle count there is suspiscious. 80k polys? Ouch. Afaik 10k per mesh are stretching it for the exporters.
#4
05/26/2007 (5:04 pm)
OK, I guess it's not doable then. Thanks for the info.
Torque Owner Ryan Bailey
Setting up for full export (dts) -- turning on optimized meshes
Config file "D:/Projects/MayaProject/Scene/tyanoimodel.cfg" not found.
Config file "D:/Projects/MayaProject/Scene/tyanoimodel.cfg" not found.
Config file "D:/Projects/MayaProject/Scene/dtsScene.cfg" not found.
First pass: enumerate scene...
Processing Node groundPlane_transform with parent world
Found subtree starting at Node "groundPlane_transform"
Processing Node persp with parent world
Found subtree starting at Node "persp"
Processing Node top with parent world
Found subtree starting at Node "top"
Processing Node front with parent world
Found subtree starting at Node "front"
Processing Node side with parent world
Found subtree starting at Node "side"
Processing Node bounds with parent world
Bounding box found
Processing Node base01 with parent world
Found subtree starting at Node "base01"
Processing Node groundPlane with parent groundPlane_transform
Processing Node perspShape with parent persp
Processing Node topShape with parent top
Processing Node frontShape with parent front
Processing Node sideShape with parent side
Processing Node start01 with parent base01
Processing Node detail0 with parent base01
Processing Node simpleCharacter0 with parent start01
Second pass: put shape structure together...
Adding detail named "detail0" of size 0 to subtree "base01".
Adding node "base01" with parent "base01" to subtree rooted on node "base01".
Adding node "start01" with parent "base01" to subtree rooted on node "base01".
Adding node "simpleCharacter0" with parent "start01" to subtree rooted on node "base01".
Attaching object to node.
Adding object named "simpleCharacter".
Adding mesh of size 0 to object "simpleCharacter".
Third pass: Collapsing unneeded nodes...
Removing node "base01"
Removing node "start01"
Add default object states...
Adding object state to 1 detail level(s) of mesh "simpleCharacter".
Adding frame.
Object is visible.
Object offset transform for mesh dl=0:
scale: x=1.00000, y=1.00000, z=1.00000
stretch rotation: x=0.00000, y=0.00000, z=0.00000, w=1.00000
translation: x=0.00000, y=0.00000, z=0.00000
actual rotation: x=0.00000, y=0.00000, z=0.00000, w=1.00000
---------------------------------
Add default node states...
Adding node rotation at time 0.000000 for node "simpleCharacter0".
rotation: x=0.70711, y=0.00000, z=0.00000, w=0.70711
---------------------------------
Adding node translation at time 0.000000 for node "simpleCharacter0".
translation: x=-0.00250, y=-0.02192, z=0.19609
---------------------------------
Adding 0 sequences...
Optimizing meshes...
Optimizing mesh "simpleCharacter" detail level 0.
52750 verts before joining verts
52744 verts after joining verts
85920 faces before stripping