anyone using Maya and ActorX to export character models to UT2004 ever tried converting said models to static mesh in the Editor? seems those models exported from Maya & Maya PLE via the unEditor plugin cannot be converted (though Max models can). i'm looking for clues that will help pin down the limitations -- can't…
thanks, vahl, i'm familiar with the "usual" art paths from Maya to Unreal. i've been trying to help a poor sod who had no backups on a Maya project he'd been working on for a coupla weeks, then lost the Maya files. all he has to work with is the .ukx in UEd, and wanted to try and at least reecover his geometry. in stepping…
@pyromania -- that was my initial impression also, except that there are unEditor plugins for Maya Complete & Unlimited as well, and models made with those "unrestricted" apps apparently cannot be converted, either. also, static meshes made with PLE & the unEditor plugin can be easily extracted for use outside Unreal --…
You can't convert unEditor exports. Since you are using the PLE version of Maya they don't want you to be able to get 3d models out of MayaPLE. You could convert the static mesh to a .ase or .obj which could be used for other things. Alias expects you to buy the retail version of Maya if you want to export your work. The…
vahl, yeah. I think that partially is a problem with Maya's triangulation too - but who knows. I think it is a safe bet to do all edge definition after triangulation imo, to be safe. all the meshes i worked on (textured) in Unreal Champ 2 were exported from maya > ued, and i cant say i ran into any problems with the latest…
mhh if you have the oringinal model in maya, just use actorX to export it as a classical static mesh, using the axmesh (which opens the staticmesh exporter) command instead of axmain (which opens the main aX window)
i know the process, and have done it many times. with UDE's Advanced Exporter & UT2004 it's even easier than the procedure you cite. but all evidence so far indicates the CONVERSION from skeletal mesh to static mesh fails with Maya models exported with the unEditor plugin. no static mesh is created. the operation is null.…
I found out that the edge settings have to be set up at the very end, after triangulation, if not it sometimes fucks all the things off. but I may not have the latest build of the ax plugin though (maya 5.0 - recently downloaded the build available on the public section of the udn)
one thing to watch out for with ActorX for maya - if you choose the 'model name as file name' it will use the SHAPE node, not the object. If you check the 'obey edges' box, all of your edge settings should carry over ok, at least, i havent had any problems with it doing so.