Old 08-31-2006, 09:46 AM   #41
Dingo027
Junior Member
 
Join Date: Aug 2006
Posts: 2
Default

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.
Dingo027 is offline   Reply With Quote
Old 08-31-2006, 10:04 AM   #42
Dingo027
Junior Member
 
Join Date: Aug 2006
Posts: 2
Default

And stay fixed to that axis. When I move the Camera the image moves as well.
Dingo027 is offline   Reply With Quote
Old 09-29-2006, 10:30 AM   #43
Heaven Devil
Junior Member
 
Heaven Devil's Avatar
 
Join Date: Sep 2006
Location: Netherlands ( Denbosch )
Posts: 5
Send a message via MSN to Heaven Devil
Default

Where do i get Maya??
__________________
See evil.. Hear evil.. Speak evil..
Heaven Devil is offline   Reply With Quote
Old 11-18-2006, 02:18 PM   #44
dexsmither
Junior Member
 
Join Date: Sep 2006
Posts: 2
Exclamation Made Character set, but export still can't find it

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?
dexsmither is offline   Reply With Quote
Old 11-21-2006, 10:21 AM   #45
Super_Sonic
Member
 
Super_Sonic's Avatar
 
Join Date: Aug 2006
Location: UK
Posts: 95
Default

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.
Super_Sonic is offline   Reply With Quote
Old 12-05-2006, 07:58 PM   #46
Rocknificent
Senior Member
 
Join Date: Dec 2006
Posts: 212
Default

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?
Rocknificent is offline   Reply With Quote
Old 12-15-2006, 01:58 AM   #47
lnickers
Junior Member
 
Join Date: Oct 2006
Posts: 2
Default UT2004 MotionBuilder Maya Export

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
lnickers is offline   Reply With Quote
Old 01-25-2007, 11:34 PM   #48
ratdogbaby
Junior Member
 
Join Date: Jan 2007
Posts: 1
Default

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.
ratdogbaby is offline   Reply With Quote
Old 02-11-2007, 11:27 PM   #49
sdman
Junior Member
 
Join Date: Feb 2007
Posts: 1
Default

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.
sdman is offline   Reply With Quote
Old 06-08-2007, 07:41 AM   #50
MEB Woods
Junior Member
 
Join Date: May 2007
Posts: 12
Default

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.
MEB Woods is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Video Game Voters Network
 
All times are GMT -4. The time now is 05:42 PM.


Powered by vBulletin
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Copyright ©2009-2010 Epic Games, Inc. All Rights Reserved.