Moving Colored Shapes from Maya or Blender to Torque 3D
by JeffT · in Game Design and Creative Issues · 08/18/2011 (11:43 am) · 12 replies
Hi,
Is there any way to export colored-shapes from Maya or Blender and import into Torque without losing the color of the material? (I have no idea how else to word my question since I'm still a noob.) This way I don't have to move each piece of my object one at a time to re-color in Torque, and I wouldn't have to re-position my object back together.
Is there any way to export colored-shapes from Maya or Blender and import into Torque without losing the color of the material? (I have no idea how else to word my question since I'm still a noob.) This way I don't have to move each piece of my object one at a time to re-color in Torque, and I wouldn't have to re-position my object back together.
About the author
I am a student at the Community College of RI learning Computer Science. I can honestly say I found one of my passions in software and game development. I just started programming at the beginning of 2011 and I'm stoked for the career ahead of me!
#2
08/18/2011 (4:18 pm)
Thank You! I will check them out right now.
#3
I get my DTS model over to Torque, after passing it through the dae2dts tool using the --material command.
Once in Torque, my model shows the different materials exported with it, but it shows them painting the whole model, one at a time, and change only when the camera's view changes.
Can someone help me with what I'm doing/ not doing?
08/19/2011 (6:00 pm)
Okay, so it took me a day of trying to figure out how to work the whole exporter scene but I finally got it, for the most part. Here's my problem: I get my DTS model over to Torque, after passing it through the dae2dts tool using the --material command.
Once in Torque, my model shows the different materials exported with it, but it shows them painting the whole model, one at a time, and change only when the camera's view changes.
Can someone help me with what I'm doing/ not doing?
#4
08/19/2011 (6:09 pm)
Post screenshots to illustrate issue (suggest at 60-80% quality to save bandwidth or jpg High saveForWeb if you're using Photoshop)
#5
I found that when exporting to COLLADA from Maya, if all the model's parts are combined together, the exporter sees my model as one mesh, so one material will be applied to the whole object, rather than a part/selection of parts. It brought all my materials, and cycled through which one it would apply as the camera view changed in Torque.
To fix my problem, I separated all the parts in my object and then combined the parts that used the same material. After this is done, I selected the entire model and exported it as FBX_DAE. I am a little delusional after all this so if this doesn't make sense to anyone, I apologize.
So all in all I figured it out and I'm definitely stoked!
08/19/2011 (10:04 pm)
Thank You Steve, I was going to put together the screenshots and decided to try at it a little more to see if I was doing something wrong. I found that when exporting to COLLADA from Maya, if all the model's parts are combined together, the exporter sees my model as one mesh, so one material will be applied to the whole object, rather than a part/selection of parts. It brought all my materials, and cycled through which one it would apply as the camera view changed in Torque.
To fix my problem, I separated all the parts in my object and then combined the parts that used the same material. After this is done, I selected the entire model and exported it as FBX_DAE. I am a little delusional after all this so if this doesn't make sense to anyone, I apologize.
So all in all I figured it out and I'm definitely stoked!
#7
I was wondering what do I do when I have several materials.cs files? How do I get Torque to recognize all of them, rather than just one?
Do I combine the code from each into one main?
08/20/2011 (5:21 am)
Thank you Alfio, I'll check it out as soon as I get a chance.I was wondering what do I do when I have several materials.cs files? How do I get Torque to recognize all of them, rather than just one?
Do I combine the code from each into one main?
#9
08/20/2011 (7:00 am)
Got it, I didn't realize the materials auto add-on in the .cs file, that's really cool. Thanks again!
#10
My question has to deal with exporting a character with a skeleton binded to a skin which carries an animation of the character walking in one spot.
I am exporting the character from Maya to COLLADA.
I am being presented with these errors and was wondering where I might be able to find documentation on what these errors mean and the solutions to fix them, here goes:
Error #1: "Null not supported by COLLADA. Node X will lose its geometric information. The node transformations will be saved."
Error #2: "Unable to find the bind pose for X. Use the DAG node current transform."
Error #3: "X attributes had complex animation. Complex animation was exported as baked curves."
08/22/2011 (8:41 pm)
Alright, so I was going to start another thread but realized what I'm going to ask falls in sort of the same category. I will repost if told to. My question has to deal with exporting a character with a skeleton binded to a skin which carries an animation of the character walking in one spot.
I am exporting the character from Maya to COLLADA.
I am being presented with these errors and was wondering where I might be able to find documentation on what these errors mean and the solutions to fix them, here goes:
Error #1: "Null not supported by COLLADA. Node X will lose its geometric information. The node transformations will be saved."
Error #2: "Unable to find the bind pose for X. Use the DAG node current transform."
Error #3: "X attributes had complex animation. Complex animation was exported as baked curves."
#11
C:\Users\GregT>dae2dts --dsqonly Maya_AnimatedCharAndChair.dae
Warning: Creating cyclic animation clip to hold all animations
Warning: Failed to resolve animation target: pelvis/translate.Z
Warning: Failed to resolve animation target: left_arm_root/rotateZ.ANGLE
Warning: Failed to resolve animation target: left_arm_root/rotateY.ANGLE
Warning: Failed to resolve animation target: left_arm_root/rotateX.ANGLE
Warning: Failed to resolve animation target: left_shoulder/rotateZ.ANGLE
Warning: Failed to resolve animation target: left_shoulder/rotateY.ANGLE
Warning: Failed to resolve animation target: left_shoulder/rotateX.ANGLE
Warning: Failed to resolve animation target: left_elbow/rotateZ.ANGLE
Warning: Failed to resolve animation target: left_elbow/rotateY.ANGLE
Warning: Failed to resolve animation target: left_elbow/rotateX.ANGLE
Warning: Failed to resolve animation target: left_wrist/rotateZ.ANGLE
Warning: Failed to resolve animation target: left_wrist/rotateY.ANGLE
Warning: Failed to resolve animation target: left_wrist/rotateX.ANGLE
Warning: Failed to resolve animation target: right_arm_root/rotateZ.ANGLE
Warning: Failed to resolve animation target: right_arm_root/rotateY.ANGLE
Warning: Failed to resolve animation target: right_arm_root/rotateX.ANGLE
Warning: Failed to resolve animation target: right_shoulder/rotateZ.ANGLE
Warning: Failed to resolve animation target: right_shoulder/rotateY.ANGLE
Warning: Failed to resolve animation target: right_shoulder/rotateX.ANGLE
Warning: Failed to resolve animation target: right_elbow/rotateZ.ANGLE
Warning: Failed to resolve animation target: right_elbow/rotateY.ANGLE
Warning: Failed to resolve animation target: right_elbow/rotateX.ANGLE
Warning: Failed to resolve animation target: right_wrist/rotateZ.ANGLE
Warning: Failed to resolve animation target: right_wrist/rotateY.ANGLE
Warning: Failed to resolve animation target: right_wrist/rotateX.ANGLE
Warning: Failed to resolve animation target: back_root/rotateZ.ANGLE
Warning: Failed to resolve animation target: back_root/rotateY.ANGLE
Warning: Failed to resolve animation target: back_root/rotateX.ANGLE
Object mesh "polySurface4" has no matching detail ("detail2" has been added auto
matically)
Has anyone run into this same problem before?
Keep in mind, I am a complete noob with Maya and Torque, but I am trying my best without a teacher, mentor, colleague, etc.
08/24/2011 (4:39 am)
When moving a complex animation from Maya to Torque 3D I was presented with errors in the dae2dts command window that said "Failure to resolve animation target: jointName/rotateXYorZ.ANGLE"C:\Users\GregT>dae2dts --dsqonly Maya_AnimatedCharAndChair.dae
Warning: Creating cyclic animation clip to hold all animations
Warning: Failed to resolve animation target: pelvis/translate.Z
Warning: Failed to resolve animation target: left_arm_root/rotateZ.ANGLE
Warning: Failed to resolve animation target: left_arm_root/rotateY.ANGLE
Warning: Failed to resolve animation target: left_arm_root/rotateX.ANGLE
Warning: Failed to resolve animation target: left_shoulder/rotateZ.ANGLE
Warning: Failed to resolve animation target: left_shoulder/rotateY.ANGLE
Warning: Failed to resolve animation target: left_shoulder/rotateX.ANGLE
Warning: Failed to resolve animation target: left_elbow/rotateZ.ANGLE
Warning: Failed to resolve animation target: left_elbow/rotateY.ANGLE
Warning: Failed to resolve animation target: left_elbow/rotateX.ANGLE
Warning: Failed to resolve animation target: left_wrist/rotateZ.ANGLE
Warning: Failed to resolve animation target: left_wrist/rotateY.ANGLE
Warning: Failed to resolve animation target: left_wrist/rotateX.ANGLE
Warning: Failed to resolve animation target: right_arm_root/rotateZ.ANGLE
Warning: Failed to resolve animation target: right_arm_root/rotateY.ANGLE
Warning: Failed to resolve animation target: right_arm_root/rotateX.ANGLE
Warning: Failed to resolve animation target: right_shoulder/rotateZ.ANGLE
Warning: Failed to resolve animation target: right_shoulder/rotateY.ANGLE
Warning: Failed to resolve animation target: right_shoulder/rotateX.ANGLE
Warning: Failed to resolve animation target: right_elbow/rotateZ.ANGLE
Warning: Failed to resolve animation target: right_elbow/rotateY.ANGLE
Warning: Failed to resolve animation target: right_elbow/rotateX.ANGLE
Warning: Failed to resolve animation target: right_wrist/rotateZ.ANGLE
Warning: Failed to resolve animation target: right_wrist/rotateY.ANGLE
Warning: Failed to resolve animation target: right_wrist/rotateX.ANGLE
Warning: Failed to resolve animation target: back_root/rotateZ.ANGLE
Warning: Failed to resolve animation target: back_root/rotateY.ANGLE
Warning: Failed to resolve animation target: back_root/rotateX.ANGLE
Object mesh "polySurface4" has no matching detail ("detail2" has been added auto
matically)
Has anyone run into this same problem before?
Keep in mind, I am a complete noob with Maya and Torque, but I am trying my best without a teacher, mentor, colleague, etc.
#12
http://www.garagegames.com/community/blogs/view/11252
This link is for exporting skinned and/or animated characters from Maya to Torque. Will update on how this tutorial worked out.
08/24/2011 (4:48 am)
Please ignore the previous post as it can be answered through the following link: http://www.garagegames.com/community/blogs/view/11252
This link is for exporting skinned and/or animated characters from Maya to Torque. Will update on how this tutorial worked out.
Associate Steve Acaster
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