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View Full Version : Maya to UnrealEDbug- UVs, importing/exporting, and textures.



BOT(0)
08-06-2005, 07:44 AM
Hello community.

I have this problem, I make a model (In Maya) and do the UVs and everything. Then I export it to UnrealED, the thing is, once in UnrealED, the UVs seem to be rotated 180 degrees or (if you like) flipped vertically and horizontally (same thing).

I found this out by trial and error; flipping and rotating a texture I had, on one of my models and then comparing it to how it looked in Maya when the same texture was applied. Finally I got it to sit properly on the mesh, at which point I realised the texture was rotated 180 degrees.

Some background into for you.... I'm using Maya 5 PLE , and UnrealED (Build "UT2004_Build_[2005-02-15_17.02]") .

If anyone knows anything about this 'glich' please help me... I'm not sure if this is specific to me of it it's a widely known bug with taking models from Maya to UnrealED.

legacy-xkznanna
08-06-2005, 10:15 AM
:cry: i think your stuck with just flippin the texture:cry:

legacy-ImaCarrot
08-06-2005, 02:07 PM
It's cause the axis in unrealED and maya are different. I think in unrealED the Z axis is up, and in maya the Y axis is up. You could change it so Z is up in maya by going to your animation preferences>general (I think). Just click on the little button in the bottom right corner by the mel scripting button.

If you change the orientation while working on a model, it'll become difficult to maneuver. In my opinion it's best to just stick witht he defaults and rotate your texture.

Although, I use the default axis setup and I've never had this problem... maybe it's something else?

Hope it helps,

Carrot

BOT(0)
08-06-2005, 08:19 PM
“I think in unrealED the Z axis is up “ – correct. My axis always has been Z up in Maya, and that’s what confuses me.

All my preferences are set to be compatible with UnrealEd (or so I think maybe there are some others I don’t know of… care to enlighten me? Please.)

legacy-camg188
08-07-2005, 04:37 PM
When you import a psk file into UnrealEd there is a button: "Assume Maya coordinates". This suggests that they use different coordinate systems. I've never exported from Maya to UnrealEd, but I suggest you check to see if this has to be set somewhere.

BOT(0)
08-08-2005, 03:44 AM
psk... the thing is with Maya PLE you can't save/export as ".psk", you have to use epics plugin for maya, that takes the (model, bones... and whatever else you have) strate to UnrealED.