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Exporting meshes from Maya

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  18:11:34  1 February 2012
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ket
Senior Resident
 

 
On forum: 01/13/2006
 

Message edited by:
ket
02/01/2012 18:27:26
Messages: 1432
My DLLs are the same, I'll try running Milkshape in compatibility mode.

ED - nope no good still crashing. I'll try the newest version of Milkshape.

ED2 - still crashing with Milkshape 1.85 beta2. Heres what xray_path looks like;

$server_root$ = false| false| x:\
$local_root$ = false| false| x:\
$game_data$ = false| true| $server_root$| gamedata\
$import$ = true| true| $local_root$| import\| *.object;*.lwo;*.txt;*.xr;*.wav| Files
$omotion$ = true| true| $import$| | *.anm;*.anms| object motion files
$smotion$ = true| true| $import$| | *.skl;*.skls| Skeleton motion files
$logs$ = true| false| $server_root$| logs\| *.err| Log files
  18:28:05  1 February 2012
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Lijenstina
Doom metal in the shade of the flying radiators
(Resident)

 

 
On forum: 07/23/2005
 

Message edited by:
Lijenstina
02/01/2012 18:29:07
Messages: 1902
What was the problem with maya ? I rigged 3 npc's and one shotgun with it. If you can get it to work it's the far best exporter to the SDK. Milkshape animation export is weak and buggy.
  18:32:39  1 February 2012
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ket
Senior Resident
 

 
On forum: 01/13/2006
 

Message edited by:
ket
02/01/2012 18:35:34
Messages: 1432
The issue I have with maya is that nomatter what I do I can't "detach" or just select the "root_stalker" bone, which would appear to be the only alteration I need to do to get the model compatible with SoC. Instead when I try selecting just the root_stalker bone it selects the entire skeleton and mesh.
  18:52:15  1 February 2012
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Lijenstina
Doom metal in the shade of the flying radiators
(Resident)

 

 
On forum: 07/23/2005
Messages: 1902
Yeah that is a problem. In milkshape that is a quick job.
  19:24:40  1 February 2012
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ket
Senior Resident
 

 
On forum: 01/13/2006
 

Message edited by:
ket
02/01/2012 19:25:11
Messages: 1432
Fantastic, so I'm boned then? (pun intended ) unless somebody wants to delete the root_stalker bone for me on the models as the software won't play nice with me. Everything else I already have done its just the bloody root_stalker bone.
  23:09:21  17 May 2012
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
Messages: 1159
I couldn't find better thread, so i post it here.

I'm using Milkshape to port NPC meshes, and when i open an ogf, instead of bones and joints, i see this weirdo mess:

http://i.imgur.com/6XF7i.jpg

It should look like this:

http://stalkerin.gameru.net/wiki/images/9/94/%D0%98%D0%B7%D0%BE%D0%B1%D1%80%D0%B0%D0%B6%D0%B5%D0%BD%D0%B8%D0%B5Ms3d_convert_npc_9.jpg

What am i missing here? No options to change, i think about Milkshape is a program from 2008, and my Catalyst driver causes this maybe...
The program itself works, i can save, load, change bones etc., so the functionality is full.
Any idea?
  23:12:42  17 May 2012
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SetaKat
Ex modder, Zones only ferret and will someday release a game
(Resident)

 

 
On forum: 02/20/2010
Messages: 6342
That's normal, its just that the bone size is set too large.
File -> preferences -> Joint Size
I use 0.01, and it gives decent sized joint for all my editing needs. You might find something else works best.
  23:18:24  17 May 2012
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Bangalore
Robberbaron
(Resident)

 

 
On forum: 02/17/2008
Messages: 1159
LOL thanks, seconds after my post i found on google a similar image as my problem with the solution, and changed the joint size.

For me the size 0.0112 is perfect.

Thanks anyway!
 
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