Maya to create content for Torque3D
by Stewart Scott · in Torque 3D Professional · 05/10/2009 (2:32 am) · 7 replies
I created an object in Maya and successfully exported it with a texture through the fbx collada exporter. I even tested out the ability to update content in game on the fly by exporting another version. ( pretty dang cool )
I want to take it up a notch by trying to create joints, binding the skin, and exporting an animation and using it in game.
Does anybody have an example (.mb) of an object with animation that will import into T3D?
Does anybody have an example of a .dae file with a proper animation that will work?
Thanks!
I want to take it up a notch by trying to create joints, binding the skin, and exporting an animation and using it in game.
Does anybody have an example (.mb) of an object with animation that will import into T3D?
Does anybody have an example of a .dae file with a proper animation that will work?
Thanks!
About the author
#2
So your animations would be exported separately as .dsq files and your model could be a collada file.
If that isn't useful then hopefully someone that has done it all in a collada file will answer.
06/24/2009 (10:07 am)
I know this really isn't what your looking for, but don't forget that you can export DSQs with the DTS exporter and in theory those should work with your .dae files.So your animations would be exported separately as .dsq files and your model could be a collada file.
If that isn't useful then hopefully someone that has done it all in a collada file will answer.
#3
On the torque side, so far as I can tell, there's really no documentation or tutorials to tell you how to do this, but I assume there will be. You are supposed to use their TSShapeConstructor objects either to split up the animations in the Shape Editor tool or to piece the animation files together using that same tool.
06/24/2009 (10:13 am)
We spent much of last week struggling to get collada files to be skinned and animated. We finally tracked down our issues largely to Maya->collada problems, not Torque problems. The big thing was spline controllers. Your controllers must be at the root level to make it work.On the torque side, so far as I can tell, there's really no documentation or tutorials to tell you how to do this, but I assume there will be. You are supposed to use their TSShapeConstructor objects either to split up the animations in the Shape Editor tool or to piece the animation files together using that same tool.
#4
www.garagegames.com/community/forums/viewthread/82191
06/24/2009 (10:15 am)
We used the sample files linked to in this thread to get it working, btw:www.garagegames.com/community/forums/viewthread/82191
#5
06/24/2009 (10:50 pm)
The Gideon model is actually in Maya format. I'm thinking that tomorrow I'll export it to Collada and hand it off to Chris to see if he can get it working in-game as an animated character model (same as the current DTS). I suspect everyone will learn something from the process =)
#6
I've tested animated and skinned models, created without a hint of Torque-friendly structure. The only things to remember are:
1) Use max of 3 influences per vertex.
2) Bake all your animation to the joint hierarchy before exporting (indirect animation is not supported).
3) Delete all your controllers (splines, etc) before exporting.
For #2 and #3, its better to save a "export copy" of your work file.
06/25/2009 (6:11 am)
The build-in DAE exporter for Maya isn't very good. The Feeling Software one is far better (but it doesn't support 64-bit versions): www.feelingsoftware.com/I've tested animated and skinned models, created without a hint of Torque-friendly structure. The only things to remember are:
1) Use max of 3 influences per vertex.
2) Bake all your animation to the joint hierarchy before exporting (indirect animation is not supported).
3) Delete all your controllers (splines, etc) before exporting.
For #2 and #3, its better to save a "export copy" of your work file.
#7
Not this one?
http://sourceforge.net/project/showfiles.php?group_id=136478&package_id=303398&release_id=681867
I'm using Maya 2009 btw.
Thanks :)
06/28/2009 (3:47 pm)
So just to re-iterate, which plugin is recommended and currently works?Not this one?
http://sourceforge.net/project/showfiles.php?group_id=136478&package_id=303398&release_id=681867
I'm using Maya 2009 btw.
Thanks :)
Torque 3D Owner A
My project is something of structural animations (turbines /gizmos/gadgets/effects). I can't seem to figure out if my problem is in Maya or Torque3d.