Convert Maya to Max for more features available in Torque?
by Nabarro · in General Discussion · 02/29/2008 (9:52 pm) · 4 replies
Referring to the features chart in TDN there are more features available for 3ds max than Maya, and in fact, I actually found more tutorials and utilities for Max exporting than for Maya. So I think Torque support 3ds Max more than Maya.
And that's why I am considering to transform all Maya files to Max format then export them using Max export utilities to ensure more features available in engine. Does anyone have the same concern?
I have done so for Models without animation already. Our Artists create model in Maya, then convert to Max format, then export to DTS. And the models can be viewed correctly in both ShowTool and Engine.
But for animation conversion from 3ds Max to Maya, can anyone kindly help to answer below two questions?
1.Whether we can convert Maya Skeleton animation to Max format total successfully without any sacrifices such as lose IK info...,etc? What's the conversion tool? "Motionbuilder" or something else? Has anyone already done it successfully?
2.And after the conversion, if we export the animation to DSQ using Max exporter Utility, will it OK for all function in Engine such as Mesh hiding and Node scaling?
Appreciate your timely help...
And that's why I am considering to transform all Maya files to Max format then export them using Max export utilities to ensure more features available in engine. Does anyone have the same concern?
I have done so for Models without animation already. Our Artists create model in Maya, then convert to Max format, then export to DTS. And the models can be viewed correctly in both ShowTool and Engine.
But for animation conversion from 3ds Max to Maya, can anyone kindly help to answer below two questions?
1.Whether we can convert Maya Skeleton animation to Max format total successfully without any sacrifices such as lose IK info...,etc? What's the conversion tool? "Motionbuilder" or something else? Has anyone already done it successfully?
2.And after the conversion, if we export the animation to DSQ using Max exporter Utility, will it OK for all function in Engine such as Mesh hiding and Node scaling?
Appreciate your timely help...
#2
In fact, it is totally not feasible that converts animation from Maya to Max and then create DTS or DSQ for Torque Project. Because when you have done the conversion and get the animation file in Max format, all the Maya nodes and joints information will be disappeared and leave the model with the key frame animation only (The model can still move but missing the skeleton info.). And without the skeleton information, we can not create any DSQ file.
So, may be the only practical way for generating DTS and DSQ file is: Firstly choose ONE art tool (either Maya or Max or Blender, etc), then use Torque exporter utility specifically for this art tool.
If anything misleading, please kindly point it out...thanks.
03/02/2008 (12:08 am)
Thank you Foster, I also get some help from my friend for my own question. In fact, it is totally not feasible that converts animation from Maya to Max and then create DTS or DSQ for Torque Project. Because when you have done the conversion and get the animation file in Max format, all the Maya nodes and joints information will be disappeared and leave the model with the key frame animation only (The model can still move but missing the skeleton info.). And without the skeleton information, we can not create any DSQ file.
So, may be the only practical way for generating DTS and DSQ file is: Firstly choose ONE art tool (either Maya or Max or Blender, etc), then use Torque exporter utility specifically for this art tool.
If anything misleading, please kindly point it out...thanks.
#3
03/02/2008 (11:46 am)
Never heard of FBX having issues coverting bones to bones from Max to Maya, so maybe you should try a more recent FBX version. I can understand that some IK information may be lost and its perfectly acceptable for the animation to be converted to a frame a key (you are after all converting data).
#4
03/03/2008 (12:56 am)
Yes Foster, for converting data purpose only, the conversion is perfect, but according to tutorial, I need to create one configuration file before exporting model to a dts, and this file needs you to list all nodes and joints that you want to export to dts, but when you convert Maya Model with animation to Max, all the joints and bones are disappeared, only leaving the animation (the gesture movement) of every key frame. Then without those joints information, how can I create the configuration file?Tks...
Associate Logan Foster
perPixel Studios
As for your second question I havent seen any problems with doing what you asked in Max.