Message edited by: ket 12/12/2011 22:32:55
Exporting meshes from Maya
Maybe somebody knows, but I won't hold my breath.. in a nutshell I've been editing NPC and Mutant meshes using Maya 2009 with the xrayMaya_export and xrayMayaTools plugins. The results are fantastic, but when I try to open the edited meshes with the Stalker SDK either some information isn't preserved (such as bone parts) or when I try exporting from Maya using a slightly different .object extension the information is preserved but the SDK spits out all kinds of errors at me first. Proceeding to try and convert the object to OGF just results in even more errors being spat at me by the SDK.
Anyone know whats going wrong here and how to fix it?
I had no problems with Maya 2008. I think you exported your meshes as a skeletal mesh. Maybe search for better plugins, the russian modders actualize their plug packs from time to time. It's worthy to try out more plugins, not always the newest is the best.
This site has a tons of plugin:
Message edited by: ket 12/12/2011 23:10:00
---QUOTATION--- I had no problems with Maya 2008. I think you exported your meshes as a skeletal mesh. Maybe search for better plugins, the russian modders actualize their plug packs from time to time. It's worthy to try out more plugins, not always the newest is the best.
This site has a tons of plugin:
Thanks, I'll give them a try for reference I've been exporting my modified meshes as xray_skin_export. All the data seems to be preserved, but the SDK throws a fit when I try loading the mesh to convert it back to OGF.
ED - Oh and just to cover everything, xrayMaya_export and xrayMayaTools are both the correct versions. I rolled all the way back to Maya 2008 (I did start with Maya 2011, what I normally use) and have had nothing but problems with all of them.
Ok, I'm still getting errors spat at me... so to make sure I'm doing everything right I'll put it down bullet style. Anyone who knows better who sees a step I'm doing wrong, let me know
- Installed xrayMaya_export & xrayMayaTools
- Used "converter" to get .bones & .object files (converter won't get the .skl file for some reason so I use the Maya plugin to get it instead)
- Open .object file in Maya, make my changes to the mesh then export as xray_skin_export
- Open new .object file with SDK and then I get a error saying something about FixedVector.h
- I click continue, mesh seems to load fine. I then add the .bones and .skl file, click "engine" in the SDK and boom, a plethora of errors hit eventually crashing the SDK.
Thanks, I'll try to make some sence of that russian wiki article. Time to drop back to Maya 2008 I think. When I'm done with this mesh editing (if I ever get the models working in SoC >_< ) people shouldn't expect my TK mod to go easy on their systems. Default character models have about 4000 faces, my new ones have about 23,000.
Why you are getting bones ?
Import the existing game model in ogf it will import the meshes with the skeleton. The skl needs to be imported, i think as i remember correctly, to the Trax editor. Do not add the whole OMF though if you don't have a 64 bit system.
Also very important - do not change the skeleton - move it, resize it etc. if you want to use the already existing animations.
If you want to rig a new mesh - open an existing ingame ogf delete the mesh so the skeleton and the character remains. Move and resize the mesh instead. Rigging the mesh properly is a pain - because some anims will deform the mesh so it needs a lot of fixing in the skin weights.
Also save versions often - it could happen that for some reason the mesh gets corrupted for the SDK. Also you need to triangulate the mesh - only in triangles it will get exported - and clean it up ( all you do before the skin binding with the clearing of all history).
To delete an anim go the select all by type >> joints and then to delete all by type >> joints.
BTW1 i got 2009 and it works.
BTW2 what are you trying to export ?
If you are using a NPC model - you export the skin not the skeletal model xray_skin_export - the skeleton will be already in the SDK - that is the reason why not to alter it in Maya
BTW3 - if you want to use CoP meshes - you just need to delete two bones in Milkshape 1.84
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Thanks. The reason I'm getting bones as well is that I just want a source file for everything, so if something goes wrong I can try a manual "patch" instead of redoing the whole thing. Leave it to GSC to make things a pain in the arse though >_< the mind boggles why they didn't leave things in a .object format like so many games use.