Author Topic: Hi raft .come on !the problems when exporting models from maya with ogreMax  (Read 16450 times)

Offline fooyou

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  the problems when exporting models from maya with ogreMax
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Hi,raft . I  need U help !I'm a newer  for JPCT and bones.  first of all, my artist make a 3D model "rabit"  by Maya ,and they give me a *.mb file  ,then I export it  by OgreMax plugin ,  and  i take setting  in plugin like this , the capture pic following :

1. scene setting :
http://paste.ubuntu.org.cn/i229934   
2. object setting :
http://paste.ubuntu.org.cn/i229935

and next , I select "export all " under  file menu , then  i can get a *.mesh.xml file and a *.skeleton.xml file  ,the issue is that ,
in my *.mesh.xml ,it is added a another submesh  tag   like  <submesh material="NoMaterial"  at  submeshs
the pic following
http://paste.ubuntu.org.cn/i229966 . note the  submeshs tag

but in my model , it just have two submesh ,How does the third tag  "NoMaterial" be created ?  all of them lead a problem ,yet  I conver the mesh.xml file to bones file  by the jMEimport bat file  ,and  it success . so next ,i load the *.bones file in my project demo on the Android Phone it susscefull ,but the view on phone screen is so strange , 

the screen capture pic following :
http://paste.ubuntu.org.cn/229957

there a lot of unknow polygons. i dont know how they were created .in my model ,just have a rabit only ! so I the think the problem is caused by  the  redundant   and useless submesh tag <submesh material="NoMaterial" usesharedvertices="false" use32bitindexes="false" operationtype="line_list">

I use res from the demo ,"ninja " model ,It works fine. why not in my own model??

     Now ,i dont know how does tag be created when exporting ! could you give me some  advcices? or give me example a *.mb file working nomarl ??
    is there anything else settings need to be noted in plugin?? or when artist 3D models manufacture! ?? any other requirements??   
    is there anything else info about my projcet should provide to U. please tell me .if possible  ,i will take them .
    I m waitting for the answer online  all the time .
   
    thks raft
   
    by Fooyou  , my  Email: foyou0@gmail.com
   
« Last Edit: June 06, 2013, 08:11:19 am by fooyou »

Offline raft

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I never used Maya myself. seems like there is actually some 3rd mesh in your Maya file and that is exported.

if nothing helps, starting with a fresh Maya file and importing original 2 meshes into that mat help.

Offline fooyou

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thks for raft‘s reply !I ask my artist to check the model file if there any other mesh ,he told me "no , there are 2 mesh only".He also dont know what happen about that.
at the moment ,I notice a funny phenomenon : if I click menu "export  all" when exporting , then it will be added 3rd mesh .  but if I click menu "export selection " and I just select the model polygon,after exporting , it dont have the 3rd mesh ,just 2 mesh ,it looks like normal . but anther issue happened , the skeleton file dont contain "animations" tag ,It cant convert to bones file too , I have added skin anim  before exporting under the "Objcet settings" in OgreMax plugin .

what on earth is that??  I have tried all kinds of setting in plugin ,It still cant  work yet .

Offline raft

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that sounds like you have somehow some extra polygons in the scene.

I dont know why animations arent exported. may be related to some exporter setting?

One thing I can say, I didnt use Maya but 3dsMax + OgreMax is quite good. I would expect same from Maya + OgreMax.