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Re: [Virtools] Importing from Maya (2)



Title: Re: [Virtools] Importing from Maya (2)

for the maya GE2 export options, I use the defaults for the texture options ("use 2d/3d plcmnt, cnvrt solidtex, dont use original tex") [but sometimes check 'use original' and the files will not be scaled so you can scale them yourself].

Textures do not get exported if you do not have a texture placement node for the polygonal meshes. You need to do a planar, cylindrical, or spherical projection under the polygon edit menu. I do not think it  will export if you just assign the shader to the object without doing a projection.

Also, if you do not do an initial assignment of the shader to the object (instead you just select sets of polygon faces and project shaders onto them) the texture shaders will not export - you just get the default gray shader.

When you do the export the image files should be placed in the same directory as your exported .gmf .gof and .grp files. Open the .gmf file to check the file paths are correct so that Virtools will find the images when importing. Also, if the files are not a power of 2 (256x256, etc) they will not import into Virtools.

There is additional info for maya export settings (concerning animation, etc) included with the Virtools distribution of their GE2 importer plugin.



Thanks for your reaction. I checked the gmf- and the gof-file in Wordpad (Notepad doesn't work for this). There were no textures so there must be something wrong with the Maya-exporting. What exactly are the settings you have to choose when exporting from Maya? I really tried everything.
 
Geert-Jan

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