Exporting Eye and Camera nodes in Maya??
by Michael Bacon · in Torque Game Engine · 07/18/2006 (6:04 am) · 3 replies
I'm trying to Export a shape with a camera node and its not getting exported. I couldnt find any Maya Specific documentation about it so can someone tell me the general rule behind it?
Im using the maya 7 exported with the Maya utility. I add a camera node with the utility but it doesnt get exported.
does it have to be linked in the hiarchy somewhere? does it have to be named something specific? Does it have to be linked to a Skeleton rig?
any information would be helpful
- M
Im using the maya 7 exported with the Maya utility. I add a camera node with the utility but it doesnt get exported.
does it have to be linked in the hiarchy somewhere? does it have to be named something specific? Does it have to be linked to a Skeleton rig?
any information would be helpful
- M
#2
thanks for the help...
07/18/2006 (8:33 am)
Actually no...Where in the Maya tree would this config file be located? thanks for the help...
#3
The cam node seems to be remove because of missing trailing number(?)
If we name a node cam0 it will be exported.
(The same thing apply to the eye node)
Dump looks like this:
09/08/2006 (5:03 pm)
We are having problems with exporting Eye and Cam from Maya 7 ( using the maya2dts from http://www.fluidimages.com/Creations/Torque/tabid/107/Default.aspx ). We do have the nodes in our config.The cam node seems to be remove because of missing trailing number(?)
If we name a node cam0 it will be exported.
(The same thing apply to the eye node)
Dump looks like this:
Ignoring node named "cam" off subtree "base01" because no trailing number. Adding detail named "cam0" of size 0 to subtree "base01".
Torque Owner Dave MacIsaac