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Maya2DTS exporter bugged with .cfg file, anyone can fix it, plz?

by Joti Carroll · in Torque Game Engine · 03/29/2006 (8:38 pm) · 2 replies

Hi, all. I tried to export a character animation from maya6.5 to TGE which should have "eye", "cam" and "mount0" nodes. however, it seems the exporter can only recognize ONE node even I have set up all the three in .cfg file. I tested several time and checked the dump file, finally i found these few lines in the dump file:

Always export node: "eye "
Always export node: "cam "
Always export node: "mount0"
End reading config file.
First pass: enumerate scene...

the result is only mount0 node can be seen in the showtool. I believe it's because the difference of "eye"and "eye ", with a space at the end, the programme think it's "eye " instead of "eye" node which I wanna export. and if I happened to enter an "enter" key after "mount0" in .cfg file, the mount0 node will not shown in the showtool as well. I know it sounds wired and stupid, but I believe it is the problem.

this should be be a bug easy to be fixed, but I don't know how to program so could someone release a fixed version for maya6.5?

#1
04/01/2006 (12:47 pm)
No need to program. It's just that the exporter is VERY picky about the line break format in the CFG file. I supposed you edited them using notepad? If so, that's no good, as the exporter will detect Notepad's line breaks as "blank character after the node name". That's why only the last node (that doesn't have a line break after it's name) got expoterd correctly.

A proper CFG file should show squares instead of line breaks in Notepad. I got to save proper files with TribalIDE (search the site, there's a link for it somewhere).
#2
04/05/2006 (11:33 pm)
Thanks, i found a very handy way to solve it, just adding a simple line at the end.
"-Param::CollapseTransforms"
and everything is alright.

anyway, thanks very much.