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#1 |
Join Date: Dec 2004
Location: New Zealand
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Maya to .mdl
Hopefully this is the right place to post this!
(rebo, this is more aimed at you <3) I'm using Maya 6.0 here. Lets say I have a small model I wish to use in a map. How do I export it to a .mdl and have it ready to be used in Hammer as a prop? Is there a small plugin I need for Maya? What about bones, how do I define weights for ragdoll physics? Thanks for any help~ |
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#2 |
Join Date: Dec 2004
Location: Melbourne
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#3 |
Join Date: Dec 2004
Location: New Zealand
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I know how to model, but wouldn't have a clue about anything else to do with Maya. Maya didn't recognise any of those files in that DIR as plugin's or anything.
I think I just need to model in Maya, then export to XSI. I'll try that. Thanks Kam babe <3 |
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#4 |
Join Date: May 2005
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you have to copy them all to your "my documents/maya/6.0/scripts/" folder ( or wherever your scenes and such are. Then you'll have a "export SMD" option in the File-menu , ( use "export as reference" for both ref and phys smd's , and leave everything unchecked for idle, or animation smd's )
and you dont need XSI , i can very easily create smd's straight from maya... |
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#5 |
Join Date: Dec 2004
Location: New Zealand
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Thanks for that Hinkle :>
Ok, I figured that much out. Now how do I make it so I can use them in Hammer? What about .QC files and where do I convert the .SMD to .MDL? |
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#6 |
Join Date: May 2005
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you'll need to know the basics of making .qc files, for prop models i use a tool called "HL2 compile toolkit" , but you still need to make the .qc yourself... also your maya directory structure is important ( put the scene in then "default/scenes/" folder ... and the textures in "default/materialsrc" ) or they wont export properly. ( if you use msn or something pm me for my email and i'll help you get started )
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#7 |
Join Date: Jan 2005
Location: Glasgow, Scotland.
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#8 |
Join Date: Dec 2004
Posts Rated Helpful 1 Times
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A good way to learn about qc files is to decompile a mdl and examine the qc file.
Basically what you want to do in maya 6.0 is smooth bind your mesh to a single joint, this ensures every vert has 100% weight on that joint. Your mesh can then be exported with the SMD export MEL scripts in the SDK. You can then compile with studiomdl. |
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#9 |
Join Date: Dec 2004
Location: New Zealand
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Ok, I don't mean to sound stupid, but let's start with the basics here.
I have made a simple cube, textured it with a Lambert and is now covered in a bunch of squiggles from a .BMP made in paint. I then made a joint and placed in the center of the box... and this is where I got lost. How do I assign vertices to joints? In milkshape, it was a matter of selecting some vertices + joint, then clicking a button! I'm not too advanced with the small bits with Maya, all I can really do is make basic stuff with polygons :(. Now, for some more stuff. I have saved my cube in \default\scenes\test.mb I have saved my .BMP in \default\materialsrc\test.bmp When I export, it goes to \default\smd\test.smd Now, I understand I'm doing something wrong somewhere as when I import the .SMD into Maya, I get this little thing. ![]() I guessed it was due to me not exporting the model correctly, until I tried to import some of the source .SMD's from the \sourcesdk_content\hl2\modelsrc\ directory. Example: \modelsrc\weapons\v_grenadeGrenade_reference.smd And all that shows up... is a skeleton and that stupid circle thing (above). Shouldn't there be a mesh of some sort?! What am I doing wrong? :( Finally: You speak of decompiling models rebo -- how does one do this? I have GFscape, so I just have to extract a .MDL then use a program somewhere? Thanks <3 |
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#10 |
Join Date: May 2005
Posts Rated Helpful 0 Times
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well select the bone and the mesh , and in the Animation set go "skin > bind skin > smooth bind" and click the option box , change the "max influences" to "1" , ( source supports up to 4 , but you dont need that if you have only 1 bone ). Thats it , all verts should now be assigned to the bone.
i think you'll have to use a .tga for a texture, cuz i dont think there's a progie that does .bmp to .vtf ( except for the vtf photoshop plugin maybe ... ) |
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#11 |
Join Date: Dec 2004
Posts Rated Helpful 1 Times
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Yeah what Hinkie said. ^^^.
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#12 |
Join Date: Dec 2004
Posts Rated Helpful 1 Times
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Also i think there is a bug with the default maya import scripts, ill try to up the one i use today.
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#13 |
Join Date: May 2005
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here's how to fix the bug
![]() open up this in notepad : /maya 6.0/scripts/smd/smdMakeShader.mel find : connectAttr -f ($place + ".mirror") ($fileTex + ".mirror"); and change it to : //connectAttr -f ($place + ".mirror") ($fileTex + ".mirror"); |
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#14 |
Join Date: Dec 2004
Location: New Zealand
Posts Rated Helpful 0 Times
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Ok.
.smd meshes now show up in Maya, but not in a very clean manner. I managed to get my model into .smd and then back into Maya, but there were bones everywhere, when the original model only had 2. When I imported a valve smd, the same thing happened. It's probably just issues with the importing tools (rebo upload those ones you had! :D). I thought I'd upload the model so that if you have a moment, can check that I'm doing this right. lamp_test.zip 130kb It's the .mb in that zip. Also, with .qc files (after reading the valvesrc content page) has completely lost me. Could you please write me out a simple .qc file for this object? I tried writing one using guides from an example .qc but it didn't work, heh :(. Anyways! Thanks _heaps_ for the help Hinkle and rebo. You're both awesome. <3 |
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