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cannedmushrooms
11-22-2007, 01:54 AM
Well I used some trickery to get max to maya for you maya heads out there.
Hopefully all worked as planned.

I have not fully tested the imports from maya to UT3 yet but the bone names look pretty good;)


Enjoy


http://www.houseoftutorials.com/gow/ut3skellys.zip

Denny
11-22-2007, 08:40 AM
As long as the orientations, names and translations are intact it should work. Thanks

cannedmushrooms
11-22-2007, 09:44 AM
btw since these are ma files you can open them up in notepad and change the version number of the maya you need.

some stuff might not convert well if you go too far back in versions

AlfonsÅberg
11-24-2007, 03:42 PM
Thanks cannedmushrooms!

I took a look at the skeleton, why does unreal use those rotation orders? The shoulders are hitting gimble lock in the bind pose.

Apoptoid
12-03-2007, 02:27 PM
I can`t open these files in Maya 8.5 ? I looked in notepad, but version seems to be 8.5, so it should work. Any ideas? I also tried to open the max files from the UDN page in Max, exported them as FBX files and imported them in Maya. Everything worked fine, but when I apply animations in Ued the model is rotated by 45 degrees. Unfortunately this happens only with some animations. Refpose is ok. Did you already import your Maya skeletons in Ued and animate them?

cannedmushrooms
01-05-2008, 08:18 PM
do not use these skeletons
I used FBX export to get them out of max (cause I hate max)
later I found a few bones missing
just a warning still good for reference with modeling but dont export into the engine

SONOFMAN
09-13-2008, 12:14 PM
I was wondering if anyone managed to create a maya rig that worked with the default animations created by epic? Feel leikI am beating a dead horse here, jsut cant' stand the idea of doing the added animatins in max it is such a clusterf**k

clintonman
09-14-2008, 12:23 PM
I was wondering if anyone managed to create a maya rig that worked with the default animations created by epic? Feel leikI am beating a dead horse here, jsut cant' stand the idea of doing the added animatins in max it is such a clusterf**k
You can try the FBX skeletons at the bottom right of this page

http://www.clintons3d.com/

I used max to export PSK files then imported that into Carrara5 with a custom plugin and then exported FBX from Carrara. I tested this skeleton with Lightwave and it worked with the built in animations.

Clinton

SONOFMAN
09-14-2008, 06:48 PM
well that skeleton does look to be right on with what I see in the Animation editor. The skeletal mesh is just not accepting the epic animation set. I can do the same thing from max and it works.

Are there any wonderful maya tutorials that cover this? the udn ones are the same as they were years ago and have no reference what so ever as to importing a mesh that can take advantage of that BaseMale animation set.

i can make my own animations and get the perfect results, so my weighting,binding, skeleton etc seem to be functioning. I am afraid I am missing some small thing that is preventing the epic animations form working.

Kyodan
09-14-2008, 08:01 PM
Would anyone be able to rehost the file? Seems like the original link is down.

Denny
09-16-2008, 06:44 PM
If you need the skeleton for Maya, you can grab it from my rigg. Check my sig.