Game Development Community

Nodes not Working in maya6.5 but it works in maya 6.0

by Tiffany Cohen · in Artist Corner · 10/10/2005 (5:20 pm) · 14 replies

I have made a character in maya 6.0 and then I export it and I get all the nodes. eye, cam, mount0 and it shows up in Show Tools and it works.

When I open the same file in maya 6.5 and export it I dont get the nodes(does not show up In show Tool). The Dump file says this at one point.
Third pass:  Collapsing unneeded nodes...

Removing node "base01"
Removing node "start01"
Removing node "mount0"
Removing node "eye"
Removing node "cam"

Add default object states...

Adding object state to 1 detail level(s) of mesh "pCube".
Adding frame.
Object is visible.

I did this exact same steps in for both versions. Used same cfg file for both. Do you have to do different for 6.5 then 6.0?

Can someone help me.

#1
10/11/2005 (4:28 am)
You're not alone, I would like to know as well. I have problems with nodes getting removed using maya 7 (and previously 6.5).
#2
10/11/2005 (5:44 am)
I am having the same problem. I have tried it out on max and works great and in Maya (6.0 not in maya 6.5). Could be a bug in mll. frustating. I hope someone fiqures this out.
#3
10/15/2005 (7:13 pm)
Same problem also in maya 6.5....My cfg has eye, cam & mount listed as always export and yet at pass 3 when it 'collapses unneeded nodes' it takes them out! Anyone know of a solution? Also, ive tried setting -Param::CollapseTransforms in the cfg as well.
#4
10/16/2005 (11:00 am)
Hey guys- the problem i was having with the exporter was extremely dumb. The exporter is working fine with 6.5 but you have to make sure the cfg you're editing is in the right project directory! & that everything is the child of a joint on your skeleton. Also turn on CollapseTransforms in your cfg
this is my cfg: (needs to be in My \maya\projects\kitten_quest\scenes)

AlwaysExport:
eye
cam
-Param::CollapseTransforms

Then i made the nodes, opened up hypergraph and parented each one to parts of the skeleton.
Exported with dtsutility and opened in tutorial base with no "no eyenode!!!!" message.

heres dump.dmp:
Always export node: "eye"
Processing Node eye with parent rear
Adding node "eye" with parent "rear" to subtree rooted on node "base01".

As long as you have -Param CollapseTransforms set on the proper cfg(doh) & parent everything it should work fine.
#5
10/16/2005 (5:49 pm)
Josh

I tried what you said and no luck with Maya 6.5. I put my cfg file in my Scenes folder and
my player.cs in there. I also, did the same for exporterDTS and still no luck. I also did
-Param::CollapseTransforms end of of cfg file.
Heres a picture of cfg file.
knuthybinette.com/dtsCFGfile.jpg
Heres pic of my Folder or Scene folder.
knuthybinette.com/mayafile.jpg
Also heres pic of my hypergraph of simple shape.
knuthybinette.com/hypergraph.jpg
Here is my message of dump file. In the Begging.
[code]Setting up for full export (dts) -- turning on optimized meshes
Config file "C:/Documents and Settings/sventhors/Desktop/player/tester/scenes/player.cfg" not found.

Config file "C:/Documents and Settings/sventhors/Desktop/player/tester/scenes/player.cfg" not found.

Begin reading config file "C:/Documents and Settings/sventhors/Desktop/player/tester/scenes/dtsScene.cfg".
Always export node: "
#6
10/17/2005 (4:37 pm)
Thanks to Josh. It is working.

I used note pad for windows and it seemed to work better then Ultra32 or Text editor.
All I did was at the end as Josh said which makes a big difference is to paste.

-Param::CollapseTransforms

However, I noticed in Maya 6.0 you dont have to do that. I dont Maya 7.0 so I dont know if it works. Someone try it.
#7
10/18/2005 (2:37 am)
Well, it seems using another text editor than notepad seems to be the problem, at least for me, causes strange formatting I guess. I edited my cfg with notepad and everything exports fine. This on a weapon with damage nodes. I still have to try with characters and CollapseTransforms.
#8
10/18/2005 (3:14 pm)
I am having the same problem. The hierarchy is correct. I have tried using notepad and adding that line (-Param::CollapseTransforms) but a lot of my nodes are getting dumped.
I am wondering if there is certain syntax that I need to use when saying what to always export. Depending on the node type.
#9
10/18/2005 (3:49 pm)
Try copying and pasting.

AlwaysExport:
eye
cam
mount0
mount1
jetnozzle0

NeverExport:
Bip01
Bip01 L Finger*
Bip01 R Finger*
Dum*

-Param::CollapseTransforms
#10
01/18/2006 (5:34 pm)
I seem to be running into the same problem.

as a test, i'm trying to export BraveTreeGirl.

i've tried both Maya 6.5 and Maya 7.0

the beginning of the dump file reads:

Quote:
Setting up for full export (dts) -- turning on optimized meshes
Begin reading config file "C:/Documents and Settings/will/My Documents/maya/projects/Great_Lakes/scenes/Jill/Jill.cfg".
Never export node: "BT_Root
"
Never export node: "base
"
Never export node: "start
"
Never export node: "locator*
"
Never export node: "camera*
"
Never export node: "*Constraint*
"
Never export node: "effector*
"
Never export node: "IK*
"
Never export node: "ik*
"
Never export node: "*Shape*
"
Never export node: "group*
"
Never export node: "*pole*
"
Never export node: "CONTROL*
"
Never export node: "mountpoint
"
Never export node: "DELETE*
"
Never export node: "Dummy_CONTROL*
"
Never export node: "Dummy*
"
Never export node: "Link*
"
Never export node: "Dummy_weapon*
"
Never export node: "detail*
"
Never export node: "
"
Always export node: "eye
"
Always export node: "cam
"
Always export node: "mount0
"
Always export node: "mount1
"
Always export node: "jetnozzle0
"
Always export node: "
"
Unknown bool parameter "Param::CollapseTransforms
"
End reading config file.
First pass: enumerate scene...

then at the end it tells me it's Collapsing nodes and it dumps the eye node.

i think the problem is the Uknown bool parameter "Param::CollapseTransforms" bit.

it seems that it's not recognizing the command, which, based on what others are saying here, is important.

any ideas?


-will
#11
01/18/2006 (6:22 pm)
It looks like you have line ending problems in the cfg file. The quote marks on single lines is an indicator of this. Trying resaving your cfg file with Unix line endings, and see if that works.
#12
01/18/2006 (6:28 pm)
It doesn't look like that in notepad, only when i cut and paste it. not sure why that is.

anyway, it actually looks like this,
Quote:
Never export node: "BT_Root"
Never export node: "base"
Never export node: "start"
Never export node: "locator*"
Never export node: "camera*"

etc . . .


i also get the 'Unknown bool parameter' message when i use the unaltered cfg file that came with the character pack.
#13
01/18/2006 (6:30 pm)
Btw, i've been using notepad. how would i save with Unix line endings?
#14
02/19/2006 (10:39 am)
Try to save as unicode 8.