Import dae from Maya Problem
by Stephen · in Artist Corner · 06/03/2013 (2:48 pm) · 3 replies
I had my 3D artist add a rig and animate a model for me. They exported it to dae format so that I can import to Torque 3D. Every time I try to import the model Torque crashes. So I look at the console log and there are these warnings,
Warning: Fixup combat_drone_Texture-fx <diffuse>.<texture> pointing at <image> instead of <sampler2D>
Warning: Creating cyclic animation clip to hold all animations
Warning: Creating missing visibility animation target: Bip01_drone/visibility
There are a lot more warnings about the joints of the rig I didn't want to spam them here in on the forum. Anyone know what is the problem?
Warning: Fixup combat_drone_Texture-fx <diffuse>.<texture> pointing at <image> instead of <sampler2D>
Warning: Creating cyclic animation clip to hold all animations
Warning: Creating missing visibility animation target: Bip01_drone/visibility
There are a lot more warnings about the joints of the rig I didn't want to spam them here in on the forum. Anyone know what is the problem?
#2
06/03/2013 (6:52 pm)
I see, if I try importing the model into a default project created from the Torque Toolbox it imports fine. But if I import the model in my project I got those problems. I'm confused on what's causing the problem.
#3
Do you spawn all your models at once?
How many models are spawn at once?
Are they high or low polygons?
Never spawn all models/bots at once. Use triggers and let bots and models be spawn as the player advances forward and if needed despawn bots when leaving an area(this technique keeps the load on memory down and also the chance of art related memory leak).
I mean when the model works just fine in a default Torque project one would assume that the crash in your own project could be memory related.
Try to run your project in visual studio 201x and see what the debugger says when the project crashes. It is often very helpful.
Oh this might be useful too:
http://docs.garagegames.com/torque-3d/official/content/documentation/Artist%20Guide/Formats/ColladaLoader.html
It has a part about Maya.
06/04/2013 (3:21 am)
Then my next questions would be:Do you spawn all your models at once?
How many models are spawn at once?
Are they high or low polygons?
Never spawn all models/bots at once. Use triggers and let bots and models be spawn as the player advances forward and if needed despawn bots when leaving an area(this technique keeps the load on memory down and also the chance of art related memory leak).
I mean when the model works just fine in a default Torque project one would assume that the crash in your own project could be memory related.
Try to run your project in visual studio 201x and see what the debugger says when the project crashes. It is often very helpful.
Oh this might be useful too:
http://docs.garagegames.com/torque-3d/official/content/documentation/Artist%20Guide/Formats/ColladaLoader.html
It has a part about Maya.
Torque Owner Dwarf King
Noble Games Production
the "Creating cyclic animation clip to hold all animations" must be when all the animations are created for the collada file to hold(you know they are all in one thread called ambient).
The last warning I have no clue about. Also you should really speak to your artist as he should be aware how to create useful models for use in torque without any crashes(I mean that is a part of being a 3d game artist).
Make sure the poly count is not too high and that the texture(material) is in its native folder and correctly assigned(that should probably be done in Maya(I do it in Blender)).