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Exporting outfits and heads using Maya?


luckarusky911

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FYI A link to my previous thread.

 

http://thenexusforums.com/index.php?showtopic=166384

 

Vagrant0 was kind enough to suggest re-working the map. advice I should have listened to more readily earlier. The face linked below is tough to UV smoothly as a single connected map though. Mainly because of that muzzle.

 

http://www.flickr.com/photos/46116838@N00/4212739302/

 

 

 

I've been doing some poking around at other forums (Such as the Niftools forums). And trying alternatives that might export the geometry correctly. So I tried with the Maya Netimmerse plug-ins. (In my case Maya 8.5) It only supports skinning and geometry. But that's all I really need. And amazingly, it exported perfectly with exactly the same trigonometry every time (5050 polys on the head consistently). That's good enough for the outfits and heads I'm modeling.

 

I have tried importing using the Maya exporter before. It supports skinning, but exports bone coordinates awkwardly so they aren't in proper locations within oblivion. Basically they will rotate and be positioned all over the place like some mangled string doll.

 

Has anyone on these forums successfully used the Maya exporter for skinned characters or outfits in oblivion? If so, How did you get the the bones to have the correct translation and rotation information? If I can get that working, it's problem solved. I'll be doing some experimentation as well.

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Those plugins have never worked properly for me within Maya. If I want something to retain all aspects through format changes, I usually use FBX and feed it through the 3ds Max I have access to. It exports nif files like a charm. My problem with the nif exporter for Maya is that Oblivion won't take the version. And it's the newest one, so I dunno what the issue is. My two cents.
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