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Tryin' to learn Maya...

Kazeite

Privateer
Storm Modder
Ugh... It seems like Maya is the most un-intuitive program <b>ever</b> <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

So, it looks like it doesn't matter how model parts are named - what matters is how the file itself is named. So it should be a simple matter of importing own parts into the scene, deleting original files, attaching imported files onto locator hierarchy, and voila!

But those locator markers are <b>so</b> tiny! Strangely enough, when I open <i>sloop</i> model, they're much more bigger. So, my brilliant deductive skills tell me there may be a way to enlarge locator markers <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

However, that pesky Real Life has intruded into my hobby, so, I regret to inform you, I'll be gone (as in, "really gone", not "Pieter-like gone") for at least one month. It sucks, I know <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
<!--quoteo(post=239475:date=Feb 19 2008, 01:00 AM:name=Kazeite)--><div class='quotetop'>QUOTE (Kazeite @ Feb 19 2008, 01:00 AM) <a href="index.php?act=findpost&pid=239475"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->However, that pesky Real Life has intruded into my hobby, so, I regret to inform you, I'll be gone (as in, "really gone", not "Pieter-like gone") for at least one month. It sucks, I know <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

It sucks so hard that I got stuck ..in the sucking machine of course. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Ugh... It seems like Maya is the most un-intuitive program ever<!--QuoteEnd--></div><!--QuoteEEnd-->

I don´t think so. One word: Blender <img src="style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":blah:" border="0" alt="tongue.gif" />

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->However, that pesky Real Life has intruded into my hobby, so, I regret to inform you, I'll be gone (as in, "really gone", not "Pieter-like gone") for at least one month. It sucks, I know<!--QuoteEnd--></div><!--QuoteEEnd-->

Sorry to hear that, mate, I hope it´s one the good "I´ll be gone" - reasons. That reminds me, I have to prepare for changing my place in a couple of days ....*sigh*
 
AGH! I hope you will return to us though. We NEED you! Especially now that we established contact with Akella!!! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

If there are any Maya-related questions you want answered, please post them before leaving for a month so that we can try and get some answers while you're gone so you can get straight back to business when you get back.
 
I want to ask how to save/export a gm file in maya with that plugin
(without getting bulls***ed by empty error.txt) from mister Goodbye. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
whoa whoa whoa - easy on maya there guys... this program is seriously awesome if you give it a chance.

You were saying that the markers are too small - do you know which markers these are? if it's a locator you can scale it up by using the scale tool - and if it's a bone or joint you can use a universal tool to scale them all up or down.

to export into special file types you need to open this thing that loads the plugins that maya has. I can't remember what it is called or the menu that it is under unfortunately, and I don't have maya installed right now so I can't check. I believe it is called plugin manager. if the special exporter is installed it will probably come up as an option in there. you can either load it, or set it to load automatically every time that maya starts up.

any other questions relating to maya? fire away. I definately cannot answer all of them, but I am waaaay more familiar with maya than max, and so far, I like it waaaaaay more than max. things may vary a bit depending on the version of maya that you are using too.
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Heretik,

Glad your back again.

Maya 5 is the version we're using.......a question I have is, how do you properly apply and then export the texture with the model.Suffering the missing texture scenario.

Any ideas for how to get the animation to work fully..........bones seem to be missing after the elbows on the characters.

Also I'd like to direct you to this thread, <a href="http://forum.piratesahoy.net//index.php?showtopic=11870" target="_blank">http://forum.piratesahoy.net//index.php?showtopic=11870</a>, ...another member,
'sbremer' is trying to work out some problems with the import\export process ,so maybe you could team up with him and work out some problems we're having.

<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
damski.
 
What I'd like to know is how can I import an OBJ file (for example a ship from PotC exported by the GM Viewer) into Maya properly, keeping all proper data?
Then the second question, how can I export that ship back to GM with the GM exported plugin in such a way that a correct ship model is created again.
I need to know this to fix the reverse lighting issue on new ships as well as create new collision detection for these ships.
 
Damski52

Unfortunately I never got to the point of texturing anything for the use in one of these games - I was crippled by problems with only some of the normals reversing. But the bare bones basics for texturing are by using the hypershader. Have you been able to create a UV map yet? Do you need to know how to use the hypershader? I'm going to have to re-install maya to try some of this stuff out - at work they've got me using max, and I need to give myself a maya refresher.

As for the animation, I have a somewhat happier solution for you. I was able to get the model animations to work in the game - but it was a mess of trial and error. I know that I was playing with the tools to move the model around in inez diaz's tool, but if I remember correctly, I ended up having to do a lot of guesswork in maya. But I could be mixing that up from when I was doing some oblivion mods. Sorry man I know that isn't very helpful. I'll see if I can find some of the files, and figure something out. I have AOP installed right now anyways, so I'm already halfway there <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />


Pieter:

Keeping all the proper data? I do not think that objs can store bones (although I could be wrong) - and at least with the version of maya that I was using, it would not bring in the texture, or it would not be able to view it within maya (Although I suppose if the UV coordinates can be stored in a .obj then you should be fine, and you can attach the file separately in the hypershader).

As for reverse lighting, I do not know how to fix it. Not yet anyways. For some reason the normals exported funny.


actually in hindsight I really do not remember a whole lot. I'm really sorry guys, I'll check out that link, and I'll make this my homepage to remind myself to experiment with a cube or something. For now are you guys bringing the files into AOP for testing?
 
wow - I was reading that topic, and i'm sorry, it's still over my head. I understand how normals work - but I can't touch the know how you guys already have with people writing their own programs to solve the issue. I'll still boot up the tools and see what I can do though. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Hi,
A work round method is, works for me anyway,doing the modeling in Maya .....export as obj. then open the new obj.file in Blender ...apply the texture and export in vrml. That solves the missing texture seemingly.Just remember to tick the boxes for reverse normals and invert texture before importing the vrml into TOOL.

Reverse lighting..... <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> haven't a clue yet.

<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
damski.
 
Hi,
I've just been looking at the Tool help files for answers to the animation problems and found this.....
--->
Note: Because bone information is coded into texture coordinates (UV) you need to make sure VRML files are saved with at least six digits precision.
<---
To the more learned people with modeler programs ......what does it actualy mean ' in laymans terms' by.... (you need to make sure VRML files are saved with (at least six digits precision.)? <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

damski.
 
I don't know what it mean but unless it isn't a misstranslating that might mean that all coordinates in VRML file must have at least six digits after a decimal point (like "0.123456"), I <b>guess</b>?

pirate_kk
 
You hit the nail on the head there, pirate_kk. X digit precision refers to the number of places AFTER the decimal point that you are measuring/machining something to.

Nice to see so many folks showing back up around here.

Apologies for my extended hiatus folks, but lots went on in my life that caused me to drop off the face of the earth. But I'm working my way back once again.

Cap'n Drow
 
Hi,
Here is quite a good texturing tutorial

<a href="http://www.ramyhanna.com/texturing/polyTutorial/texturingTutorial01.html" target="_blank">Visit My Website</a>

<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
damski.
 
Hello, I just want to say that when you export your wrml from 3D max you've to open it with wordpad and delete (for exemple):url "../maps/stone2.tga" to:url "stone2.tga".
 
I never needed to do that when making the Mapships 2.0 mod with 3DS MAX. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
I´d like to know if anybody know some really good tutorials on Maya. I dont think version is an issue, I use 8.5 PLE.
Modeling from beginner level, I dont even know how to make a mesh of polygons solid or anything.

Of course, it would´nt be _that_ bad, if the tuts - by any incident - were on shipmodeling <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Hi Peter,

Version is an issue....the plugins are for Maya 5.

ZarethPL would probably help you get started with ship modeling if you ask him <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

damski.
 
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