Texturing/UV layout mistakes
by rpi (#0002) · in Artist Corner · 03/29/2005 (8:01 pm) · 0 replies
Hey folks,
I'm using projection file texturing, and I did "Layout UVs" in the UV Texture Editor. Now, when I export, it says "Cannot save file" (or before I restarted my computer it just simply crashed with no warning) probably about a quarterway or halfway through the exporting process. So I pulled up the MayaErrorLog.txt file, and it has about 10 errors of the form:
Method: executeCommand Class: MGlobal Object is incompatibilte with this method.
others are findPlug with MFnDagNode and also setObject with MFnReflectShader. There's about 4 repeats of these errors to make a total of about 10 or 11.
The dump file ended right after (or during) "collapsing unneeded nodes", specifically the last line removed the last item in the skeleton hierarchy.
I made sure that the UVs were not animated, and it still gives me the same error. I've gotten this same DTS to export correctly before, and the only thing (besides deleting the animation leaving only the base idle mesh/skeleton) I've done is texture it, so I'm guessing that's what broke it. I'm out of ideas of how to fix this.
Thanks for reading,
Jeff
I'm using projection file texturing, and I did "Layout UVs" in the UV Texture Editor. Now, when I export, it says "Cannot save file" (or before I restarted my computer it just simply crashed with no warning) probably about a quarterway or halfway through the exporting process. So I pulled up the MayaErrorLog.txt file, and it has about 10 errors of the form:
Method: executeCommand Class: MGlobal Object is incompatibilte with this method.
others are findPlug with MFnDagNode and also setObject with MFnReflectShader. There's about 4 repeats of these errors to make a total of about 10 or 11.
The dump file ended right after (or during) "collapsing unneeded nodes", specifically the last line removed the last item in the skeleton hierarchy.
I made sure that the UVs were not animated, and it still gives me the same error. I've gotten this same DTS to export correctly before, and the only thing (besides deleting the animation leaving only the base idle mesh/skeleton) I've done is texture it, so I'm guessing that's what broke it. I'm out of ideas of how to fix this.
Thanks for reading,
Jeff