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FPSC Classic Models and Media / Anybody have success with having a character rigged and animated in Maya converted to FPSC engine

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Pirate Myke
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Joined: 31st May 2010
Location: El Dorado, Ca
Posted: 5th Oct 2012 22:33
Anybody have success with having a character rigged and animated in Maya converted to FPSC engine.

If so I would be interested in any information of the programs you had to use or and settings on the export to those programs.

I am currently trying to bring them into 3D Max as an FBX file then export them with the Pandasoft exporter.

Either the rig breaks or the wrong scale or they are just tin foil.

Any information will be greatful. Thanks

lotgd
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Location: italy
Posted: 5th Oct 2012 22:45
Try to import it into fragmotion.

Pirate Myke
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Location: El Dorado, Ca
Posted: 6th Oct 2012 02:48
Fbx file gives error opening in fragmotion. But thanks. I will try and have it sent in a different format and try fragmotion again.

They would not open in Milkshape either.

This seems to be an issue getting these models in correctly from Maya.

So the search goes on. Any info anyone should have on a succesful import, please let me know. Thanks

Ross tra damus
3D Media Maker
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Location: Looking to Escape London
Posted: 6th Oct 2012 03:46
Pirate Myke

Have you tried 'Ultimate Unwrap 3D Pro' because this will import and export many formats but it is basicly a UV mapping program.
Pirate Myke
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Location: El Dorado, Ca
Posted: 6th Oct 2012 05:02
That was my old stand by. But the old version does not work on my vista machine at all for some reason and my xp machine is far away right now with my grand daughter.

It is really an excellent program. I should go buy the new pro version. I am sure it is even better.
There demo did not act right for about 6 month ago on my Vista Machine. I should try it again. Thanks.

The real problem is these Maya people that we are working with dont understand that direct x is real fussy about how it will allow meshes and animations to function with it. Keep it simple is not in there vocabulary. They attach all the controls to the joints, which is proper for the way they were taught, but it just dont work in FPSC for some reason. (thru Fbx file anyway) I just cant believe that there is not direct x exporter like panda soft for Maya yet. I have trolled the web in search for an answer, but to no avail. People have been wanting it for years, but nobody can get it done. There are really a lot of Maya rigger and animators that are willing to help on this project. If I could only get these rigged and animated models in the game engine.

I like 3D Max have been using for 20 years, and I still find new things I can do with it, But there really has to be a way to get a good workflow for this convertion from Maya.

Somebody in the world has done it I am sure. I have only a 1 percent success rate and I have to fiddle with them in max to get them to work.

Disturbing 13
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Location: Murder Capital of the World
Posted: 6th Oct 2012 07:21 Edited at: 6th Oct 2012 07:23
Butterfingers used to send me .obj files from Maya, which I would open in milkshape and rig to a pre-animated skeleton. They worked just fine. Perhaps converting to .obj would work better.

Disturbing13
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Pirate Myke
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Location: El Dorado, Ca
Posted: 6th Oct 2012 07:41
I understand that. but I am asking about already rigged and animated models from Maya.

The object is for me not to rerig them and animate them or even have to tweak them to get them to work at all.

It does us no good to have the characters done in Maya, and then i just have to do it all over again in Max. I would rather not waste their time if I have to do it over.

But thanks.

anayar
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Location: Minneapolis, MN
Posted: 6th Oct 2012 17:03
Pirate Myke
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Location: El Dorado, Ca
Posted: 6th Oct 2012 17:43 Edited at: 6th Oct 2012 18:02
Will do, Thanks

Edit: A few extra steps in the export, but worth a try.

Pirate Myke
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Location: El Dorado, Ca
Posted: 7th Oct 2012 16:50
Here is another possible solution to this problem.

Credit for the find goes to BSP from the TGC forum.

The work flow: Maya to UDK to Max to Xfile. This is for skinned boned animated characters and any other objects you want to export from Maya

Here is the message sent to me in email. I have not tested it yet as it has a lot of steps but seems sound.

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Now, only what you will need is so-called "ActorX Importer" or UDK importer-exporter both for Maya and 3DS Max.
Check the following links: http://www.gildor.org/downloads <---There you'll find ActorX Importer for 3ds Max

http://udn.epicgames.com/Two/ActorXMayaTutorial.html
http://udn.epicgames.com/Two/ActorX.html#Maya%20Exporter%20Plugins
There you should find some working exporter for Maya

I was testing ActorX Importer for 3ds Max and worked great, therefore Maya version should work fine too.
My plan is easy. You are opening your Maya model in Maya, and then converting to UDK file format. UDK supports a two file formats, namely PSK for meshes and PSA for bones with animations. Now, this converted model you have to import into 3ds Max by using ActorX Importer. When you'll do this, you'll need only export your model (which was imported before the moment) to .X format by using Pandasoft exporter.
I only tested ActorX Importer for 3ds Max as I wrote before, because I don't have Maya. However if this plugin works very well in 3DS Max, should works well in Maya too. My main program for animating and then for exporting is Fragmotion but I use 3DS Max from time to time.

Damian
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I am gong to test this out, but it may take me a few days to get threw the Maya part. Anyone else who is looking to do the same are more then welcome to try this out also. Please report you findings on if it worked for you.

Thanks

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