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Maya Hypergraph Issues - Exporting

by Sunder Studios · in Torque 3D Professional · 12/03/2009 (12:11 am) · 3 replies

I need some help. First off, I'm using a hierarchy in maya that has worked in the past when exporting a DTS and DSQ File. What I'm totally confused about is how to get the Geometry consolidated and cleaned up in the Hypergraph, as I am almost certain the Geometry is what is causing the problem. I'm getting an error:
"Error #29 Assertion Failed when collapsing verticies (2)" When I attempt to export the Sequence. Is this a weighting error?

In the Hypergraph screen shot I've attached shows a whole stack of nodes called "Poly Surface". I noticed in the dump file that they get discarded so I'm not sure if those are a problem or not. When I skinned this character I did it when many of the pieces were separate objects. After I animated them I used "Mesh ==> Combine" to make all the pieces all a single poly surface. I would think that the extra poly surfaces would disappear but they don't.

So I register the single surface that I created and did all the other operations needed but the animation will not export because of the Error #29. I'm totally at a loss.

[IMG]http://img709.imageshack.us/img709/6822/hypergraph.th.jpg[/IMG]

#1
12/04/2009 (9:08 am)
heres what works for me...Select all polys..delete history..freeze transformations..then combine/merge all possible vertices..then select the mesh, skeleton, smooth bind..any polys overlapping in physical space will look fine in maya..but will fail in game engines..
#2
12/04/2009 (12:51 pm)
Overlapping Polygons, Can you explain that? I've never seen a low poly character that doesn't have some overlapping of the geometry, actually that's sounds rather impossible if you don't mind me saying so. I have exported an animated model that has polys overlapping before and it looked fine in the latest engine.

I guess Id like to know what this Error #29 is all about. Maybe the issue is that there are some un-welded verts.
#3
12/05/2009 (12:05 am)
Apparently I made a mistake, I should not "combine" the mesh pieces after I apply the "Bind Smooth Skin" (Weights). Makes skinning harder since I can't flood the pieces with a weight now.

Does anyone know of how to export a mesh with separate mesh pieces? I only get crashes when I attempt to register details for multiple pieces and then attempt to export the mesh. I don't suppose that is possible since I have found no documentation on that. (Note, I'm not referring to LOD meshes just separate pieces on a single detail level).