Game Development Community

Another Compliance Change

by Sean T. Boyette · in Artist Corner · 08/22/2007 (8:29 pm) · 2 replies

I am converting the Orc Model to Maya, and trying to have him export in the exact same manner/structure that he does for the max version - this included the change of textrures, removing the extension.

One other addition is a change to include spaces - Maya does not allow spaces in Node Names, rather it replaces a space with the "_" key.

Sadly you can have both in max.

I think for compliance, I will change the "_" to a space at write time.

Unless anyone else has a better solution.

Sean

#1
08/23/2007 (8:46 pm)
So I have done it!

I now have a 100% working Orc Model in Maya (less actual LOD's, in which I will drop in and skin)
He exports exactly like the Max version and he can use appropriate animations!

In Maya since we cannot use spaces in our nodes - the "__" (double underscore) is used as a space.

Additionally, trailing "_#" on the end of a node converts to "-#".

If anyone is intersted, let me know!

Hey GG, how can we get these changes into the build. (including the Maya file so Maya users can have the torque to play with!)
#2
08/23/2007 (9:27 pm)
Completed!

Its currently up on my website, for 8_5x64 only. I will compile the other versions and in TDN tommorow.

Included is the converted Maya Orc, who exports properly.

Should you want to test this, use Player_002 , as this is the one that will have all motion applied properly, he is in the proper intial pose. Player_001 is in a normal pose, and still useable, but current Orc Animation will be applied and look funny, because he is not in the correct initial pose.
(GG is it ok that I post this model, if not I can put it in TDN?)

http://www.fluidimages.com/Resources/Downloads/tabid/61/forumid/10/view/topic/postid/6/Default.aspx