View Full Version : .x flipped mesh ? ( Maya )
Muffin_Man 07-27-2004, 11:43 PM Doing a game development course, and I've been given Art Director status. This of course requires me to work with the lead programmer on getting our models from Maya to their C++ applications. We've managed to get our models in and textured into their applications.
The Problem:
Somewhere between exporting and importing to thier application the mesh is being flipped across X. At first I was told it the textures so I exported flipping U, V and UV and got them to display correctly. An update was done on the model placing some unique geometry on one side on what was a symetrical model up until them. It then became apparant it was infact the model that was flipped and not the UV's.
FYI:
I'm using the .x exporter precompiled off Highend3d, on Maya 5 ( soon to move to Maya 6 ) though we do have the DirectX SDK if we need to compile our own.
Has anyone come across this, or have an easy way of fixing this ? It's going to be a pain in the butt modelling things mirrored, especially when we move onto recreating some of the local landmarks.
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Daimyo
07-28-2004, 12:51 PM
Have you checked the normals? And is the engine something developed by yourselves? Perhaps is something wrong there.
And i have the strong feeling, it has something to do with the coordinates system.
Muffin_Man
07-28-2004, 11:02 PM
Grabbed the .x for Maya 6 that's floating around and installed it on a machine running Maya 6. Just getting the flipped UV's now.
The most recent DirectX SDK aparently wont compile a new .X so we could set it to flip the UV's fo us automatically.
Now the only problem is getting Maya 6 files back to the Maya 5 machines. *bangs head on table*.
smoluck
07-29-2004, 02:50 PM
I have similary problems on my work. I'm on game develloppement seen's 2 month and I have already done some export test from Maya 5 microsoft X exporter, who can param some U or V tweaking but I have notice that the New X exporter from (DirectX 9 SDK Summer 2004) Was terribly instable with quite big mesh < 5000 Tri.... It can do a clean .x file, and I recommend you to use A Phong Material to prepare your shading because Maya doesn't interprate the shading language of maya....
If yuou link a Texture file to a Blin Color....you can notice that Diffuse color of the .x Turn To RGB 000 so Black....
If anyone can do a faq to reduce these import/export problems, it maybe quite good for CG Artist and Develloppers...
I have encounter X axe's mirror problem, but Now I work in maya with all my text Texture in reverse mode...same for the model...;-)
Send me an email, if you know a good FAQ or Good debugged Exporter plugin for Maya 6
Glitchless
08-31-2004, 05:47 AM
Grabbed the .x for Maya 6 that's floating around and installed it on a machine running Maya 6. Just getting the flipped UV's now.
The most recent DirectX SDK aparently wont compile a new .X so we could set it to flip the UV's fo us automatically.
Now the only problem is getting Maya 6 files back to the Maya 5 machines. *bangs head on table*.
We've always had the problem with the mesh flipping on the X along with the UV problems you mentioned while using the exporter for 4.5.
Where did you manage to find the exporter for 6.0?
Robert Bateman
09-10-2004, 04:32 PM
if you know a good FAQ or Good debugged Exporter plugin for Maya 6Maya Exporter Factfile (http://www.robthebloke.org/research/index.htm)
It doesn't support :
clips
instancing
sub divs
blend shapes may have issues if you delete the targets, just make the targets intermediate objects and it will be fine. Can also add new simple data chunks to the file via lua script.
The code in the notes is pretty much sorted, and should be usable without too much effort. I still need to finish off the source examples, just basically the problems listed above. I am trying to sort a complete lib out at some point for loading the data and optimising it, it's probably a month or two off a release...
Anyhow, would the flipping of the x axis have anything to do with different co-ordinate systems? I use Right Handed for everything since DX9 can handle both without too much effort, if the .x is Left handed and you're using openGL, then this might be the problem. The DirectX sdk has some info on how to convert co-ordinate systems.
Neemo
10-10-2004, 08:56 PM
http://www.cs.virginia.edu/~csz9v/maya/doom3/exporters/Maya6.0/
found a link to the exporter, doesn't get the startup-error like with some others, don't know yet how it works though.
anyway, there it is..
womanonfire
10-20-2004, 11:18 AM
there is a new version of microsoft's DX9 SDK and inside is a Maya6 exporter... but I could not get it to work properly. Maybe if any of you try it you could post your results. Hope it helps.
http://www.microsoft.com/downloads/details.aspx?familyid=b7bc31fa-2df1-44fd-95a4-c2555446aed4&displaylang=en
Neemo
10-21-2004, 08:23 PM
womanonfire: you still have to have the two files from the other exporter, bicubicbezierpatches
xfiletranslatoropts
in your maya\scripts-folder
if that's not your problem then I don't know, because I have that new one and it's working fine...
hope you fix it..
womanonfire
10-21-2004, 09:28 PM
okay, i didn't know about needing those files. but, when i export everything is just black, i cannot see my textures in the x viewer application. could lacking those files cause this problem? does one need to use the directx shader in order to have textures export properly?
Ghostscape
11-04-2004, 02:44 AM
.x Files are ****ing terrible - I know, I'm finishing up a project that used them and I've put over 200 meshes through 2 different Exporters. I work in 3ds Max, and found that the Pandasoft .X Exporter is great for static meshes (supports multiple UVs for baking lighting, etc.) and does sub-object texturing correctly, but it ****s up animation (skin weights get all shot to hell) despite supporting Skin, supposedly. The Quest3d exporter, on the other hand, exports animation (using Physique, not Skin, however.) but does not sub-object texture correctly, and it doesn't allow for multiple animation sets (Although there is an easy fix to this if you know your way around the format.)
I know this Max info doesn't help you, but this link might http://www.quest3d.com/index.php?id=102 As it has a ton of exporters, including one for Maya 5.0 that may be different from the one you're using currently.
I'm assuming it's too late into the project to get your team to generate their own model format, right?
Also, if it's flipped around an axis, why not simply flip everything before exporting? This sounds easier than running it through a different version of Maya to get it to export unflipped.
vinylrhino
11-05-2004, 08:51 PM
I HAVE been looking everywhere for help and new exporters for Maya 6 to .x files, i have several verasions and different exporters but all seem to get normal flippping problems, like in maya everything is cool and good but exported and in MVIEW it is all black cuz the normals i guess are screwed up, i am in a time slot looking for help on this problem, why the hell cant maya 6 have an exporter plugin for .X files come with it, come on alias. damn, so if anyone could help me i would be too pleased, any help would be great, thanks.. email me at descill@yahoo.com (descill@yahoo.com) or reply here
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