Help with exporting "eye and cam" node
by Simon Shum · in Artist Corner · 04/11/2006 (11:24 am) · 8 replies
Hi all,
i try to export a character, everything works except i can't get the eye, cam and mount node export...
i've tried but the dump always says:
"...
Unknown bool parameter "Error::AllowEmptySubtrees"
Unknown bool parameter "Error::AllowCrossedDetails"
Unknown bool parameter "Error::AllowUnusedMeshes"
Unknown bool parameter "Error::AllowOldSequences"
Unknown bool parameter "Error::RequireViconNode"
Unknown bool parameter "Param::CollapseTransforms"
....
Third pass: Collapsing unneeded nodes...
Removing node "base01"
Removing node "start01"
Removing node "eye"
Removing node "cam"
Removing node "mount0"
Removing node "effector2"
"
and my cfg is like this:
"
AlwaysExport:
eye
cam
mount0
NeverExport:
Control
+Error::AllowEmptySubtrees
+Error::AllowCrossedDetails
+Error::AllowUnusedMeshes
-Error::AllowOldSequences
-Error::RequireViconNode
-Param::CollapseTransforms
"
anyone can help? i'm using maya 7 and the lastest exporter and dtsUtility.
thx,
ss
i try to export a character, everything works except i can't get the eye, cam and mount node export...
i've tried but the dump always says:
"...
Unknown bool parameter "Error::AllowEmptySubtrees"
Unknown bool parameter "Error::AllowCrossedDetails"
Unknown bool parameter "Error::AllowUnusedMeshes"
Unknown bool parameter "Error::AllowOldSequences"
Unknown bool parameter "Error::RequireViconNode"
Unknown bool parameter "Param::CollapseTransforms"
....
Third pass: Collapsing unneeded nodes...
Removing node "base01"
Removing node "start01"
Removing node "eye"
Removing node "cam"
Removing node "mount0"
Removing node "effector2"
"
and my cfg is like this:
"
AlwaysExport:
eye
cam
mount0
NeverExport:
Control
+Error::AllowEmptySubtrees
+Error::AllowCrossedDetails
+Error::AllowUnusedMeshes
-Error::AllowOldSequences
-Error::RequireViconNode
-Param::CollapseTransforms
"
anyone can help? i'm using maya 7 and the lastest exporter and dtsUtility.
thx,
ss
#2
04/18/2006 (8:13 pm)
I had met the similar problems before ,it's a " line terminal " problem with word pad, finnally ,I find a way to solve my problem ,I save the CFG flie using UE studio , set save option " Line terminator " with " UNIX terminators -LF " . then , all the things are OK. hope this can help you.
#3
10/26/2006 (2:05 am)
I have the same problem, is there some other editor I can use beside UE Studio?
#4
11/07/2006 (6:47 pm)
SuperEdi is a freeware text editor capable of saving in UNIX format. Might help-
#5
01/15/2007 (9:36 pm)
I tried SuperEdi and saved it as unix it didn't fix it. I also tried Capitalizing the fist letter of all of the name in the Always Export list. that did nothing either.
#6
02/05/2007 (4:02 pm)
Our programmer managed to find a fix for our problem. We have the same problem of it deleting the nodes on the third pass after it had added them on the second pass. he went in and changed the filename of the cfg file to the same name as the maya .mb file. so 870pumpwithnodes.mb and 870pumpwithnodes.cfg. in the showtool it recognizes the nodes, now I just have to get him to help me figure out why the game wont use the mountnode in the game. the player still holds the gun in the center which i assume is the center of the bounding box
#7
BTW I fixed my issue using the collaps transforms switch in my cfg filealong with usein super edi and selecting unix. you have to have both. I was not doing both at the same time. and my cfg file has always been named properly the same as my scene file from day one. so that had nothing to do with it.
02/05/2007 (7:39 pm)
Sounds like you script for the weapon script is looking for a mount node that doesn't exist in your model. BTW I fixed my issue using the collaps transforms switch in my cfg filealong with usein super edi and selecting unix. you have to have both. I was not doing both at the same time. and my cfg file has always been named properly the same as my scene file from day one. so that had nothing to do with it.
#8
02/06/2007 (8:24 am)
Our programmer managed to find a fix for our problem. We have the same problem of it deleting the nodes on the third pass after it had added them on the second pass. he went in and changed the filename of the cfg file to the same name as the maya .mb file. so 870pumpwithnodes.mb and 870pumpwithnodes.cfg. in the showtool it recognizes the nodes, now I just have to get him to help me figure out why the game wont use the mountnode in the game. the player still holds the gun in the center which i assume is the center of the bounding box
Torque Owner Julie B
AlwaysExport:
Eye
Cam
Mount0