Maya setup for skinned mesh
by Big Angry Monkey · in Artist Corner · 07/30/2006 (5:11 pm) · 12 replies
Ok, Im trying to set up a mesh with 4 joints for animation and import it into TGE.
Having some trouble to get it work.
I was messig with the tutorial here
http://www.dannyngan.com/torque/maya2dts/tutorials/index.htm
On setting up a basic character because thats about the closest related tutorial I have found.
Anyhow, so I set it up and went to export the object and Maya crashed, just shut down.
So, Im assuming Im doing something wrong... what with the crashing and all...
maya 6
Gonna give it another shot and see if my PC blows up, any help would be appreciated, or a direction to a more relevant tutorial if there is one out there.
thanks folks
Having some trouble to get it work.
I was messig with the tutorial here
http://www.dannyngan.com/torque/maya2dts/tutorials/index.htm
On setting up a basic character because thats about the closest related tutorial I have found.
Anyhow, so I set it up and went to export the object and Maya crashed, just shut down.
So, Im assuming Im doing something wrong... what with the crashing and all...
maya 6
Gonna give it another shot and see if my PC blows up, any help would be appreciated, or a direction to a more relevant tutorial if there is one out there.
thanks folks
About the author
#2
Also sometimes it helps to try again a few times... it seems the exporter has a few quirks.. ive had problems with maya crashing in the past..and all i did to solve it was try over and over without changing anything...
one other suggestion.. try setting up your object for export again.. in other words re-embed the shape and make a new bounds etc... sometimes this works as well
lemmy know if this helped at all.. a scene graph would also help
07/30/2006 (6:25 pm)
Are there any animation sequences? i find the exporter works better if you have a separate maya file for each sequence (if your animation a character) for some reason having multiple animation sequences in a file casues it to crash... Also sometimes it helps to try again a few times... it seems the exporter has a few quirks.. ive had problems with maya crashing in the past..and all i did to solve it was try over and over without changing anything...
one other suggestion.. try setting up your object for export again.. in other words re-embed the shape and make a new bounds etc... sometimes this works as well
lemmy know if this helped at all.. a scene graph would also help
#3
Question on the sequence, so I have to make multiple files if I just want one sequence to play?
This case is just a waving flag to see if I can get a skinned mesh working.
Ill give it another shot before I crash tonite, thanks guys.
07/30/2006 (9:40 pm)
Http://chaosfactory.net/hypergraph.jpg - theres the current hypergraph before creating any bounds or any of that.Question on the sequence, so I have to make multiple files if I just want one sequence to play?
This case is just a waving flag to see if I can get a skinned mesh working.
Ill give it another shot before I crash tonite, thanks guys.
#4
should also have a .cfg file make sure the mesh is triangulated
07/30/2006 (10:15 pm)
Sequence seems to be your issue make one with the dtsutility and set you starting and ending frameshould also have a .cfg file make sure the mesh is triangulated
#5
What about the joints?
07/31/2006 (7:10 pm)
So, basically just do the exact same as if I were setting up a simple shape with animation on it?What about the joints?
#6
and in the channel bar you can see the animation settings ..you have a start frame and end there the model the way you have it setup should work .
A animated shape is the same as a static setup just instead of just the mesh on the start1 node its your rig/bones and the mesh sits on the side like the bounds.
ps in your pic of hypergraph you dont have a bounds mesh this is needed.
07/31/2006 (7:25 pm)
You need Sequence node for any animation make it with dtsutility chick on it in hypergraph/outlinerand in the channel bar you can see the animation settings ..you have a start frame and end there the model the way you have it setup should work .
A animated shape is the same as a static setup just instead of just the mesh on the start1 node its your rig/bones and the mesh sits on the side like the bounds.
ps in your pic of hypergraph you dont have a bounds mesh this is needed.
#7
Http://chaosfactory.net/hypergraph.jpg (new image)
urg yeah there should be a detail node in there as well under base01
07/31/2006 (7:33 pm)
Ok so is this what it should look like?Http://chaosfactory.net/hypergraph.jpg (new image)
urg yeah there should be a detail node in there as well under base01
#8
07/31/2006 (7:37 pm)
Ok graph image is current now, maya still crashes to desktop when I try to export.
#9
Like this
07/31/2006 (8:40 pm)
Dude your missing parts Sequence and bounds is your model triangulated with a texture?Like this
#10
I think the only thing Im missing is the parent constraint. Gonna throw that on now and see if it still explodes.
07/31/2006 (8:46 pm)
Nah, its there, refresh the image, I uploaded the wrong one...I think the only thing Im missing is the parent constraint. Gonna throw that on now and see if it still explodes.
#11
I didnt have the mesh triangulated.
feel free to throw things at me
crap
07/31/2006 (8:49 pm)
Ok Im an abject moron.I didnt have the mesh triangulated.
feel free to throw things at me
crap
#12
07/31/2006 (8:56 pm)
Ack double post...
Torque Owner Dave MacIsaac