PDA

View Full Version : Exporting meshes in .dae format



tidu
03-06-2009, 05:40 PM
A little background: I kind of have a strange setup. I have a Macbook Pro with boot camp to run the editor on. I also have Maya 2008 on the Mac side that I use to create meshes. Because of this 'rift' of operating systems, I have to export my mesh in Maya as a .dae file (there is no Mac plugin for .ase). The geometry exports fine, but the UVs don't make it. If I don't edit the UVs in Maya, i.e. just create a box and export, the textures show up fine (as fine as they can look with default UVs). But if I make a more complicated mesh, UV it in Maya, and export, the UVs are scrambled up when I export. At first I thought it might be the editor's fault when it auto-triangulates the meshes, but I triangulated before exporting and the UVs are still distorted.

I was wondering if anyone else has had the same problem. I know I'm in the minority (very small minority) of people using .dae files... Although it is my only option at the moment. Thanks

mslaf
03-06-2009, 08:00 PM
First, try to use the 3D converters, that converts maya native files into ase or something that the ued will accept. Can't tell you what kind of converters work on OSX, so you'll have to find them yourself.

Second, do the same, running the Windows emulator on a virtual machine or whatever solution you use. There is plenty of 3D converters on Windows platform so you'll have a lot of choices: Milkshape 3D, Deep Exploration etc, etc.

Third, that may look like the most difficult solution - but in fact it's not, use the Maya scripting language to write the ASE exporter yourself. You can use the code of existing exporters. The ASE file format utilized by unrealed is very simple. If you know how to create scripts for maya it shouldn't be difficult.