Hello,
I am looking for someone he already worked with the PhyreEngine.
This is made in Sony, and people usually work with this engine are under NDA of the company.
Also you cannot find it on internet and information + online documentation is near of nothing.
I am working for a client using this engine building a PSP game and he doesn't success to import my animation work in his engine I done with Maya.
I am doing like I always did, keeping only bones + single animation in a maya file without model + rig + extra ndes etc...
But this doesn't work...
Does someone know the right workflow to make a scene ready for exporting to PhyreEngine?
Thank you for your help
![:( :(](https://polycount.com/plugins/emojiextender/emoji/twitter/frown.png)
Replies
Clients was saying I have to install visual C++ 2005 and all the SDK, to compile this and maybe it could work. one more problem could be I work under window 7 OS... etc..
Lot of thing I am not able to do, because it will take a day to do that and maybe learn how to do it
If I could install this damn engine on my workstation, long time I resolved the problem XD
Running the exe locally is the best way to iteratively test, but documentation might be a good shortcut.
You rigged it correctly (no more than 4 influences per vert, make sure all bone weights per vert add up to 100%) and they can't export right.
You didn't rig it right. Export the data as collada (DAE) and import back. If you don't see the animations then you need to make sure you tick the right buttons/boxes on export.
If you're contracting, chances are you won't get the local run emulation software or the viewer. They want you to make the file and hand it over. So ask for the sample data and documentation on skinned mesh export... provided they stuck with the sample... but it's straight Collada. Ask them to send one of the sample files, find out what version of the Collada format the engine is using. Or ask them to try and export on their own one of the sample files. Just try to rule out the DFO or 1D10-T errors.
Bones count is also very low, something about 15-20 I do not even remember.
I got a copy of the Phyrestation supposed to work on windows XP SP3 only (I am on W7-64...)... and imported the file. It show number of my bones, number of animated component, frame, etc...
I think the problem is more in the engine... to know how to get the animation on the skeleton... =___=...
The programmer sent to me the documentation in the morning and gonna read it...
And added some example content from SCCE.
I think I really need a PhyreEngine expert programmer to understand what happened here...
Does someone have a programmer working on PSP with PhyreEngine? =_=...
He could help to attach an animation on a skeleton?...
Sorry I always has question from the 3rd dimension when I come arround XDD...
EDIT : Just got this info from the programmer =_=... Does some one know what it means?