Game Development Community

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
  • 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.
Texturing
  • 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.
Export Hierarchy
  • 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
*subtrees, branches and markers are simply empty groups.

#1
08/17/2004 (7:34 am)
This is just what I need so far!
#2
08/18/2004 (9:38 pm)
Cheers Alex, this is just what I've been after :)
#3
08/22/2004 (10:24 am)
Nice job on the checklist. :)