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Trouble with meshes exported from Maya

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    Trouble with meshes exported from Maya

    We are building a custom level in UT3. Most of us are using 3ds max to create custom meshes, then export to .ase, and import to ut3. All of that is working well.

    But one artist has modeled in Maya and brought it in to 3ds max, then delivered the files to me to get in to the engine. Something about the geometry coming from Maya is causing problems and I don't know how to fix the geometry other than redoing it in 3ds max. We tried to triangulate in Maya, then re-export to 3ds max. No luck. I tried reset X-form, collapsing the stack, and some other tricks in max. No luck.

    The problems include not having the collision model come in, not being able to make player starts, corrupting other player starts, and not being able to use the Home key to zoom in on the object. Any ideas on how to fix the geometry to properly import in to ut3? Any help will be greatly appreciated!

    ~scott

    #2
    just a word of advice, use maya 7
    and also get the actorx plugin for it, that allows you to direct export ase from maya

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      #3
      Thanks for your reply. I will keep that actorx plugin in mind, and make sure the artist also makes the collision object in maya, too.

      I figured out the main problem. I had made a collision object for the artist's object and had inverted normals. I could not see it in 3ds max, but once i exported a .3ds file and imported back to max, i could see it. Once fixed, they began to work normally, however i still do not see that message in the package saying how many tris are in the collision model. It does not have a message about it at all. And most of the other objects in the level are acting normally.

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        #4
        yeah the actorX plugin is the way to go. It's what epic uses to get their meshes into unreal.

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