Maya Export Problem (TGE works, TGEA fails)
by Cai Yundong · in Artist Corner · 03/20/2009 (2:07 am) · 3 replies
Dear all,
We have created a dino model with maya 2008, and export it with the exporter.
The results are
1) it works fine with ShowTools Pro with all animations.
2) it works fine in Torque Game Engine.
3) it fails to work in TGEA 1.7.1. The position of its leg is out of position, as a result, the animations which involves legs don't show correctly.
Do you have comments or meet same problem?
Thank you so much.
We have created a dino model with maya 2008, and export it with the exporter.
The results are
1) it works fine with ShowTools Pro with all animations.
2) it works fine in Torque Game Engine.
3) it fails to work in TGEA 1.7.1. The position of its leg is out of position, as a result, the animations which involves legs don't show correctly.
Do you have comments or meet same problem?
Thank you so much.
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#2
Currently all of us aren't using any blend animations. Each animated clip does not entail any:
a) blend shapes; or
b) separate animation sub-clips that are joined together sequentially within each exported *.dsq sequence
Currently the problem is that the dino's legs are oriented completely in the wrong way, and its movements are along the wrong axes (e.g. forwards-backwards movt instead becomes side-to-side).
The strange thing is that, the same .dts and .dsq, work well in Showtools and TGE, but don't in TGEA.
Btw, it the model is initially done in maya facing to wrong axis, what can i do to change the model and its animations? Do you have any documentations? We like to know the difference for exporting to TGE and TGEA.
Thank you so much.
Best regards,
yundong
03/23/2009 (9:22 pm)
Daniel, thank you for your comments.Currently all of us aren't using any blend animations. Each animated clip does not entail any:
a) blend shapes; or
b) separate animation sub-clips that are joined together sequentially within each exported *.dsq sequence
Currently the problem is that the dino's legs are oriented completely in the wrong way, and its movements are along the wrong axes (e.g. forwards-backwards movt instead becomes side-to-side).
The strange thing is that, the same .dts and .dsq, work well in Showtools and TGE, but don't in TGEA.
Btw, it the model is initially done in maya facing to wrong axis, what can i do to change the model and its animations? Do you have any documentations? We like to know the difference for exporting to TGE and TGEA.
Thank you so much.
Best regards,
yundong
#3
Maybe you need to orient your joints correctly. They might not be facing the right way in Maya. Post screen shots of your bone orientation and maybe I can help you.
There really shouldn't be any differences between TGE and TGEA on the DTS exporting side of things.
Also, I'm talking about Blend Animations (Torque Term), not Blend Shapes (Maya Term). Make sure the sequence is not a Blended Animation (check the attributes of the sequence node to make sure).
Again, without screenshots it's hard to diagnose.
-Dan
03/26/2009 (12:20 pm)
Make the Y axis the up axis. You can do this with the DTS Mel script thingy. Alternately, You can just adjust the bounds shape so that it faces the correct way. The local rotation of the bounds box will be used as the orientation of the object contained. Don't do both though because they will offset each other.Maybe you need to orient your joints correctly. They might not be facing the right way in Maya. Post screen shots of your bone orientation and maybe I can help you.
There really shouldn't be any differences between TGE and TGEA on the DTS exporting side of things.
Also, I'm talking about Blend Animations (Torque Term), not Blend Shapes (Maya Term). Make sure the sequence is not a Blended Animation (check the attributes of the sequence node to make sure).
Again, without screenshots it's hard to diagnose.
-Dan
Torque 3D Owner Daniel Balmert
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The other more likely thing is that you aren't using blend animations correctly. If you are using blend animations for the feet, try setting them to non blended and at a higher priority just to see if the legs will snap back to the right spot and animate correctly.
Let me know if that helps.
-Dan