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Maya to Source engine , an odyssey in impatience

polycounter lvl 13
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Shadowplay polycounter lvl 13
Well, ive been trying to compile and import a model from maya so as to send to valve. I have encountered a few problems with the initial step of trying to convert to an SMD. I set up the SMD exporter found in the source sdk exactly as it said to. here is what is happening.


Ok heres my model imported into Maya as an OBJ from my scenes folder


2125612100103400502S425x425Q85.jpg


with just one material and a diffuse and spec map

2373865380103400502S500x500Q85.jpg

I go ahead and add a joint ( bone) and smooth bind it to the mask

2573185850103400502S425x425Q85.jpg


2162950450103400502S425x425Q85.jpg

and here's where it starts to get weird , when i go to the export smd options, unlike the nice list of options that seem available on every tut i read, i get only these two options

2418672100103400502S425x425Q85.jpg

Ok well whatever ill hit export and this happens

2573710020103400502S500x500Q85.jpg

Now keep in mind the OBJ as in the scenes directory

Not one to give up i try saving the file as a standard Maya binary file

then i reopen the binary file and try and export it that way

Well that worked....for some reason while exporting it shows my timeline bar scroll to its limit real fast, not sure if thats normal. Ok so then i open my SMD folder and there it is, import it back in to see if it worked and what do i get ?


2125817320103400502S500x500Q85.jpg

say what?

That joint there has the same name as the single model piece which means my model turned into a bone for some reason. Anyone know whats going on or how to remedy this, the tuts dont really go much more into detail other then "export as an smd".


Thanks for your time.
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