Game Development Community

Maya 2009 Export - Issue

by Sailesh · in Collada Test · 07/22/2010 (9:01 am) · 12 replies

Good Afternoon,

When I am exporting the female character, prepared in Maya 2009(Modelled-Rigged-Skinned-Animated), its not appearing with material in Torque 3D 1.0.1.

I am using 2009.Maya2DTSExporter for the export.

What I am missing? or what all steps do I require to export properly?

#1
07/22/2010 (9:03 am)
Or kindly provide steps for exporting a character in .dae format
#2
07/25/2010 (3:13 am)
No one is here to help me come out of this?
#3
07/25/2010 (5:41 am)
you simply export the dae. If it does not work, export it with different collada options.

Try opencollada and then use these settings if available:
Also here are the settings Logan-MGT uses when using OpenCollada:
- Bake Matrices
- Normals
- Triangulate
- Tangents/binormal
- Animation (if im exporting data with animation)

be sure to read the maya exporter documentation..and search out helpful docs. www.torquepowered.com/documentation/artist
#4
07/29/2010 (10:55 am)
Thanks "eb" for your reply,

when importing the DAE file, the material is not coming into T3D.

:(
#5
07/29/2010 (10:59 am)
you can apply the material to the mesh, through the T3D material editor. (See documentation)
#6
07/29/2010 (10:45 pm)
Hi Sailesh,

First, make sure to read the COLLADA docs, specifically, the sections on Materials, and Troubleshooting.

Materials not showing up correctly are usually just a problem with the Material 'mapTo' name. When you first import the model (delete the cached.dts to force a re-import of the DAE) the COLLADA Import GUI will list the materials in the shape. Make sure they are as you expect, and that the names are not already in use by some other object.

Take a look at the materials.cs file that is generated in the same folder as the DAE and cached.dts files to check that the material settings are as you expect. Generally speaking, the textures should be in the same folder as the DAE.
#7
07/31/2010 (5:58 pm)
Hi Sailesh,

Did you sort this out? If not maybe I can give you a hand because I lived this hell already. Exporting DTS is not a simple or intuitive thing and the OpenCollada is not fully digested by the current T3D 1.0.1 importer. At the end I achieved some good export but has been long and hard to me... the overall learning curve about DTS (and T3D) is long and steep.
#8
08/01/2010 (8:59 am)
Please De help me if you can !
#9
08/01/2010 (1:33 pm)
Ok then,

this is an example of export:

games.dftgames.com/paladinInMaya.pnggames.dftgames.com/paladinInT3D.png
There are 3 shapes (with animations) rigged using the Maya sample skeleton.

The first thing I do is to create the bounding box: I don't let the exporter do it because often it makes a mess, so I create the box, name it "bounds" and triangulate it, then I hide it (from the DtsUtility).

Then I create the "eye" and "cam" locators positioning them as I want.

In this scene I only have one LOD so all the shapes' names end with "1". I open the DTS Utility and I select all shapes and click on "Embed Shape". Once all is ready I click the "Register Details". At this point the scene is ready to be exported so I click on "Export Shape".

At the end of my dump.html I have this:

Material list:
material #0: "Warrior3TEXT".
material #1: "SwrdText_war3".
material #2: "Shield_war3".

So all I have to do now is to create a folder in my game, so in the "game\art\shapes\actors" folder and create my "paladin" folder and copy here my Paladin.dts along with the texture materials (Warrior3TEXT.png, SwrdText_war3.png and Shield_war3.png.

That's all I need to do. I didn't explain the sequence export because your problem is only related to the materials, let me know if this is enough to solve your problem.

~Pino
#10
08/03/2010 (6:37 am)
Hmmm...
So I was missing to check the dump.html and hence the material list
Got it working Thank you very much Pino :-)
#11
08/03/2010 (9:22 am)
You're welcome ;)
#12
09/02/2010 (8:50 pm)
sorry for borrowing your thread and that my english is bad. how do i get the settings window for collada? when i export with maya 2009 i just press export and then as collada, but i need to go into the export settings for collada and change som stuff, so it works in torque, how do i do that ? :)