Maya 8.5 DTS Exporter and IFL textures..
by Mike Daly · in Artist Corner · 10/02/2007 (10:49 am) · 0 replies
I'm currently using Maya 8.5 with the maya 8.5 plug-in and mel script.
/////////////Short version/////////////
When I bring my player into the game he is not visible and the console give the error:
ResourceObject::construct: NULL resource create function for 'blink.ifl'.
/////////////Long Version//////////////
When I export the shape, I follow these steps:
1. Put the ifl file in the color channel of a shader named 'blink'. The ifl file is named 'blink.ifl" and has the entries (which are in the same folder as the blink.ifl):
blink01.png 30
blink02.png 5
I ignore the errors from Maya saying that the ifl file is not a texture
2. I create a sequence node and name it sequence_blink, set the beginning frame to 1 and the end frame to 35, then set 'Enable IFL' to true.
3. I then export the DTS.
When I bring my player into the game, he is not visible. He has a shadow, so he has some geometry (and it is correct) but it seems like it is just giving him a NULL texture. I attempted to do a playThread(0, "blink") on the player (it returns 'true' from echo) but there are no changes in the texture.
The ifl and the dts are in the same folder and the material (materials.cs is in the same directory as the ifl texture, and dts) for the player looks as follows:
new Material(face)
{
mapTo="blink.ifl";
baseTex[0] = "blink01.png";
};
Any help would be greatly appreciated!
Also, when I bring the player into Showtool and look at the sequence attributes, the IFL is set to no. But I've double checked the sequence_blink 'Enable IFL' flag in Maya and it is set as 'yes'.
Thanks,
Mike
/////////////Short version/////////////
When I bring my player into the game he is not visible and the console give the error:
ResourceObject::construct: NULL resource create function for 'blink.ifl'.
/////////////Long Version//////////////
When I export the shape, I follow these steps:
1. Put the ifl file in the color channel of a shader named 'blink'. The ifl file is named 'blink.ifl" and has the entries (which are in the same folder as the blink.ifl):
blink01.png 30
blink02.png 5
I ignore the errors from Maya saying that the ifl file is not a texture
2. I create a sequence node and name it sequence_blink, set the beginning frame to 1 and the end frame to 35, then set 'Enable IFL' to true.
3. I then export the DTS.
When I bring my player into the game, he is not visible. He has a shadow, so he has some geometry (and it is correct) but it seems like it is just giving him a NULL texture. I attempted to do a playThread(0, "blink") on the player (it returns 'true' from echo) but there are no changes in the texture.
The ifl and the dts are in the same folder and the material (materials.cs is in the same directory as the ifl texture, and dts) for the player looks as follows:
new Material(face)
{
mapTo="blink.ifl";
baseTex[0] = "blink01.png";
};
Any help would be greatly appreciated!
Also, when I bring the player into Showtool and look at the sequence attributes, the IFL is set to no. But I've double checked the sequence_blink 'Enable IFL' flag in Maya and it is set as 'yes'.
Thanks,
Mike