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View Full Version : deleting local rotation axis.. possible?


Tudor
10-07-2002, 07:47 AM
Hi!

I'm working on a game and use Maya for animation.
We have a problem with joint orientations and local rotation axis for joints. They are simply messing everything up by creating extra nodes which increases the file size of the characters.

I am looking for a way to get rid of the local rotation axis stuff without deleting my animations. Is that possible?
The only way I found so far would mean redoing the characters from scratch by redoing the joints and never move any joints in place, just rotate them. That gets rid of the problem.

Is this possible?

playmesumch00ns
10-07-2002, 10:03 AM
Do file sizes really matter that much? I mean, you're surely not loading up Maya scene files into your game engine?

Tudor
10-07-2002, 12:33 PM
The problem is not the Maya size, it is the size in our game engine. the size of the character is 4 times as big as it should be because or this.. and yes. it matters.. 30Mb mem use compared to 9.5 it would be without this.
It is not a custom 3d engine.. We're using NetImmerse which was originally made for max, and therefore have some weird stuff in it to be cross platform compatible.

playmesumch00ns
10-08-2002, 07:42 AM
Ohhhh I see. Um.. Don't really know about how to get rid of this stuff in Maya. If no-one else knows, the only thing I can suggest is just to write your own export/import code.

sedric
10-08-2002, 08:53 AM
hmmm....i know that in the channel control window, you can set cirtain channels as keyable or not keyable......that might make things a little simpler...

just a thought, i hope this helps..

sedric

Tudor
10-08-2002, 10:26 AM
yep. I know you can make the visible, and delete the values this way, but that only works for non animated objects :(

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