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#41 |
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Junior Member
Join Date: Aug 2006
Posts: 2
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On the Editors Choice Edition DVD2 how do they get there scetches to line up on the axis? The have a front and side view and my scetches rotate around when I move.
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#42 |
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Junior Member
Join Date: Aug 2006
Posts: 2
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And stay fixed to that axis. When I move the Camera the image moves as well.
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#43 |
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Junior Member
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Where do i get Maya??
__________________
See evil.. Hear evil.. Speak evil.. |
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#44 |
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Junior Member
Join Date: Sep 2006
Posts: 2
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I have followed 5 different tutorials trying to get my character to export from 7.0 PLE with no luck.
So far I have: - double-checked and/or reinstalled all relevant drivers - Made standard bi-ped polygon model - Imported characer skeleton from the DVD-Rom Tutorials - Soft-binded it to my polygon and adjusted all skin weights - Created a Character Set from the parent joint of the skeleton - Open the export Plug-in I still get the error script ""Error: there is no character set in this scene!" What am I missing? |
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#45 |
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Member
Join Date: Aug 2006
Location: UK
Posts: 95
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there is a BIG problem with the animation exporter. it doesnt export animations. so basically if you made a model in ple 7 and it has animations, your screwed.
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#46 |
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Senior Member
Join Date: Dec 2006
Posts: 212
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How do I export models? I did the thing someone said on like page 2 where I had to type UT2004Export into the command line, but it said Unknown Command. What should I do?
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#47 |
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Junior Member
Join Date: Oct 2006
Posts: 2
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Hello. I'm on a project to develop a toolchain:
Maya 8 --> MotionBuilder 7.5--> Maya 8 -->UT2004 I have uploaded the FBX files to my website: Although we have Maya 8, because there is no exporter for Maya 8, I used Maya PLE 7.0.1. ![]() STEP 1: I took the Aragor Character and the Mia Characters from MotionBuilder ClipArt CD added a Motion File from the Clipart CD and Plotted to the characters skeleton and Exported .fbx files that Maya 7 PLE understands. STEP 2: I then created Character sets in Maya. STEP 3: Next, Created a Trax Clip. STEP 4: Finally, I did a commandline export from Maya PLE-- (because the UT2004 GUI Exporter seems to be stuck to single frame export): UnrealEd -esk "Aragor1" -rn "Aragor:Hips" -pkg "Aragor" -uts 1 -mode "create" -seq "AragorClip1" 1 45; With the result: // root joint Aragor:Hips // Result: Export complete // PROBLEM: When I Play the anim in the Anim Browser in UT2004, the model moves but many of the joints are out of whack (bad rotations). Also, Aragor's attached parented items are on the floor. ![]() The 1st frame is ok but the motions/rotations afterwards are not. The joints that don't move-- fingers are ok throughout the anim cycle since they are not keyed. ![]() NOTE: Aragor has his joints' local X-axis pointing down the joint chains as required. BELOW are two images of Aragor's Joint Rotations: ![]() Close up: ![]() Again, Aragor's joints appear to be oriented properly as shown above. If I made a mistake, please help. If I have done everything correctly, is there timeframe for a fix? My goal it to do a local public access TV show in Austin on Modding Unreal UT200X using Maya and MotionBuilder in the toolchain. I'm scheduled for a pilot by EOM December-- this is an unexpected hiccup ![]() please help thanks Larry lnickers@austin.rr.com |
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#48 |
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Junior Member
Join Date: Jan 2007
Posts: 1
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I have maya 7.0.1 Ple and the plug in. i try the axmain command I get errors, I cant find the UnrealEdExport tab, yet the plug in does show up the loaed catogory.
yet I cant get it to, even the help files re not listing. |
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#49 |
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Junior Member
Join Date: Feb 2007
Posts: 1
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To get maya 7 ple to work "You have to go back to the original site and register for another key. On the last page of the registration there is the real key code. The one in the e-mail is wrong and wont work forward or backward, it just wont work." quoted off someone that posted on a maya forum. It works too.
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#50 |
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Junior Member
Join Date: May 2007
Posts: 12
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I get the overwhelming impression that the MAYA PLE 7.0 plug-in is extremely flawed. Not only is it incapable of exporting animation it also screws up UV's when exporting static meshes.
This annoys me I think programmers have a responsability not to release software that is basically not finished. This plug-in has wasted a lot of peoples time. |
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