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Opening tMR models in Maya

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Opening tMR models in Maya
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Jukilm Offline
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Post: #1
Question Opening tMR models in Maya
I am having problems opening the model of Mario from Brawl in Maya. The obj isn't rigged and when I import the dae I get multiple errors related to the rig:

The following parent and/or ancestor node(s) is/are not part of the BindPose definition.
RootNode

While reading or writing a file the following notifications have been raised.
Warning: This texture parameter not supported: mirrorU
Warning: This texture parameter not supported: mirrorV
Warning: This texture parameter not supported: repeatU
Warning: This texture parameter not supported: repeatV
Warning: This texture parameter not supported: offsetU
Warning: This texture parameter not supported: offsetV
Warning: This texture parameter not supported: rotateUV
Warning: Extra node is not supported in node
Warning: Extra node is not supported in node visual_scene

The plug-in has detected mesh nodes containing polygons with overlapping vertices.The following objects have been automatically cleaned up:
polygon1_node

The imported scene has no initial binding position (Bind Pose) for the skin. The plug-in will compute one automatically. However, running the 'Go To Bind Pose' command may create unexpected results.



These errors make he rig unusable. Any suggestions?
07-15-2010 01:32 AM
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Shadowth117 Offline
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Post: #2
RE: Opening tMR models in Maya
(07-15-2010 01:32 AM)Jukilm Wrote:  I am having problems opening the model of Mario from Brawl in Maya. The obj isn't rigged and when I import the dae I get multiple errors related to the rig:

The following parent and/or ancestor node(s) is/are not part of the BindPose definition.
RootNode

While reading or writing a file the following notifications have been raised.
Warning: This texture parameter not supported: mirrorU
Warning: This texture parameter not supported: mirrorV
Warning: This texture parameter not supported: repeatU
Warning: This texture parameter not supported: repeatV
Warning: This texture parameter not supported: offsetU
Warning: This texture parameter not supported: offsetV
Warning: This texture parameter not supported: rotateUV
Warning: Extra node is not supported in node
Warning: Extra node is not supported in node visual_scene

The plug-in has detected mesh nodes containing polygons with overlapping vertices.The following objects have been automatically cleaned up:
polygon1_node

The imported scene has no initial binding position (Bind Pose) for the skin. The plug-in will compute one automatically. However, running the 'Go To Bind Pose' command may create unexpected results.



These errors make he rig unusable. Any suggestions?

Well for one thing .obj files don't support rigging in the first place so that explains that.

The other errors can be fixed more than likely for using a different import plugin since Autodesk's can just choose not to work at times. So copy pasta from my other topic:

Collada Max
Probably the best plugin for opening the .dae models for 3ds Max and Maya can be obtained here: http://sourceforge.net/projects/colladamaya/ (I know its says ColladaMaya, but it has both).

OpenCollada
Formerly known as ColladaNextGen, OpenCollada http://opencollada.org/download.html also seems to work well although it reads the alpha in transparent materials exported from ColladaMax from the RGB intensity rather than the image alpha. When importing a file exported from this plugin, you will sometimes also have to fix the material (which for most models you would do anyway to add maps not supported by a .dae) so that it doesn't have a grayish tint over it. Sometimes it will also mangle materials on import if it was the plugin that exported them for some reason. It has plugins for Maya as well as Max.


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07-15-2010 12:24 PM
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Jukilm (07-16-2010)
Jukilm Offline
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Post: #3
RE: Opening tMR models in Maya
(07-15-2010 12:24 PM)Shadowth117 Wrote:  
(07-15-2010 01:32 AM)Jukilm Wrote:  I am having problems opening the model of Mario from Brawl in Maya. The obj isn't rigged and when I import the dae I get multiple errors related to the rig:

The following parent and/or ancestor node(s) is/are not part of the BindPose definition.
RootNode

While reading or writing a file the following notifications have been raised.
Warning: This texture parameter not supported: mirrorU
Warning: This texture parameter not supported: mirrorV
Warning: This texture parameter not supported: repeatU
Warning: This texture parameter not supported: repeatV
Warning: This texture parameter not supported: offsetU
Warning: This texture parameter not supported: offsetV
Warning: This texture parameter not supported: rotateUV
Warning: Extra node is not supported in node
Warning: Extra node is not supported in node visual_scene

The plug-in has detected mesh nodes containing polygons with overlapping vertices.The following objects have been automatically cleaned up:
polygon1_node

The imported scene has no initial binding position (Bind Pose) for the skin. The plug-in will compute one automatically. However, running the 'Go To Bind Pose' command may create unexpected results.



These errors make he rig unusable. Any suggestions?

Well for one thing .obj files don't support rigging in the first place so that explains that.

The other errors can be fixed more than likely for using a different import plugin since Autodesk's can just choose not to work at times. So copy pasta from my other topic:

Collada Max
Probably the best plugin for opening the .dae models for 3ds Max and Maya can be obtained here: http://sourceforge.net/projects/colladamaya/ (I know its says ColladaMaya, but it has both).

OpenCollada
Formerly known as ColladaNextGen, OpenCollada http://opencollada.org/download.html also seems to work well although it reads the alpha in transparent materials exported from ColladaMax from the RGB intensity rather than the image alpha. When importing a file exported from this plugin, you will sometimes also have to fix the material (which for most models you would do anyway to add maps not supported by a .dae) so that it doesn't have a grayish tint over it. Sometimes it will also mangle materials on import if it was the plugin that exported them for some reason. It has plugins for Maya as well as Max.

Thanks! I'll try those out and report back if I have any more problems.
07-16-2010 12:18 AM
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