Game Development Community

Character orientation in Maya

by Brian Carter · in Torque Game Engine Advanced · 04/13/2008 (12:33 pm) · 3 replies

I've been muddling around trying to get a working art pipleline setup and functioning. I was finally pointed in the direction of Jeff Gran's TorqueSkeleton scripts and noticed that it's laying flat along the positive Z axis. I'm assuming that this has something to do with conforming to 3D Studio Max.

My question is this: Do I need to create all of my characters based around the Z axis pointing up like 3D Studio Max, or is it safe to create models in Maya using the Y Axis pointing up - if that makes any sense. Basically, does TGE/TGEA default to a specific axis direction as being up? If so, which one is it, or is it configurable?

Hope that makes some sense.

#1
04/13/2008 (2:41 pm)
You can do it two ways make your Skeleton/rig Y_up and don't use TorqueSkeleton
or go into window/settings preferences/preferences/settings/world coordinate system click (Z)
save restart maya..and TorqueSkeleton scripts will work right .

Maya default up is Y the script is Z sucks
#2
04/13/2008 (4:03 pm)
With Jeff's torquSkeleton script would it be safe to just manually rotate the markers so that they orientated such that the Y axis was up, then create the rig - or would that mess something up?

I already have my model built with the Y axis up, and I'm ready to rig it. I'm not sure what the consequences if any would be of changing the axis with a completed model just to accomodate the skeleton.
#3
04/13/2008 (4:18 pm)
Nevermind, all the markers are locked up, and it just looks like it would be more aggravation than its worth - I will play around with changing the world coordinate system in Maya to be Z up and see what happens with my model. Why on earth did 3D studio decide to put Z pointing up !!