Maya2DTS Export Checklist
by Alex Swanson · 08/16/2004 (2:26 pm) · 3 comments
A checklist of common errors when working with the Maya exporter. This is a abridged from information available in Danny Ngan's Maya Exporter Documentation.
Shapes
Shapes
- all meshes must be made of polygons (Modify > Convert)
- all meshes must be triangulated (Polygons > Triangulate)
- all meshes scale transforms should be 1 for all axes
- Single-mesh characters must be deformed using joint hierarchies and smooth skin binding. Rigid binding and influence objects are not supported.
- all meshes must have UV coordinates
- only Lambert, Phong, and Blinn materials are supported.
- All materials must use File textures in the Color channel. Procedural textures and material colors are not supported in Torque.
- Torque supports JPG, TGA, and PNG file formats.
- Image file dimensions must be powers of two (e.g. 256x256, 64x64, etc). The maximum size supported is 512x512.
- The scene must contain a bounding box named "bounds" that surrounds all geometry to be exported
- Z axis of the bounds box should be pointing up
- The scene must contain a single DTS heirarchy which contains (see below)
- a subtree* of the scene, usually named "base"
- at least one detail marker*, its name is trailed by a number e.g. "detail 32"
- all my detail markers* are linked to the "base" subtree*
- a branch* from "base", usually named "start"
- if I am using a skin, my geometry must be unlinked from the "base" subtree* (as the bounding box is)
- I must have a version of my mesh for each detail number, its name is trailed by the same number as the detail marker. e.g. "mesh32"
- My mesh is linked to the "start" branch (unless it is a skinned mesh, in which case it is unlinked)
- If I am using skin, the bone heirarchy is linked below the "start" branch instead
- I don't have any numbers trailing object names aside from detail numbers
About the author
Torque 3D Owner Steven Chiu