[QUOTE=Reemix;22812528]That worked! Thanks!
I thought I already had the plug-in. Guess not.
Ok now I can't import the dmx into sfm.
It says it contains no animation.[/QUOTE]
Yeah that is the same problem I am having. :(
So in 32-bit Maya 2009 the plugins load nicely and the export seems to work, but when I try to open in MotionBuilder I don't see the textures for the scout like they have in the video.
I'm not sure if this is because the import fails or if I just don't have textures enabled in MotionViewer.... but maybe someone can help me?
[img]http://i.imgur.com/8nDYH.png[/img]
[QUOTE='[qt] benny hill;22813371']So in 32-bit Maya 2009 the plugins load nicely and the export seems to work, but when I try to open in MotionBuilder I don't see the textures for the scout like they have in the video.
I'm not sure if this is because the import fails or if I just don't have textures enabled in MotionViewer.... but maybe someone can help me?
[img]http://i.imgur.com/8nDYH.png[/img][/QUOTE]
Did you drag and drop the FBX file from a folder window to the viewport or did you use the File > Import method?
[QUOTE=HTS CONNER;22812812]Yeah that is the same problem I am having. :([/QUOTE]
Haha, I just noticed your avatar is from one of my videos.
[QUOTE=Pandamobile;22813516]Did you drag and drop the FBX file from a folder window to the viewport or did you use the File > Import method?[/QUOTE]
Using File > Open, which (after testing based on your suggestion) does the same thing as dragging in the file.
It seems like the bones are being imported but the model and any textures are missing.
[QUOTE=Reemix;22813579]Haha, I just noticed your avatar is from one of my videos.[/QUOTE]
lol yeah just changed it and i'm trying to work on a gif of it but making gif images isn't something I have ever looked into before.
I tried it with the heavy and his ammunition thing is modeled and textured but not in the right place, and the rest of his body is nowhere to be found ... Odd.
I'm using Motionbuilder 2011, but I would think it should be able to open stuff exported with Maya 2009....
[QUOTE=HTS CONNER;22813661]lol yeah just changed it and i'm trying to work on a gif of it but making gif images isn't something I have ever looked into before.[/QUOTE]
[img]http://thefwcentral.com/upload/content/images/blackYall_1ee0429c.gif[/img]
If you want to use it it will have to be an apng though.
[QUOTE='[qt] benny hill;22813709']I tried it with the heavy and his ammunition thing is modeled and textured but not in the right place, and the rest of his body is nowhere to be found ... Odd.
I'm using Motionbuilder 2011, but I would think it should be able to open stuff exported with Maya 2009....[/QUOTE]
I'm using 2011 as well and I don't have that problem.
[QUOTE=Metroid48;22813715][img]http://thefwcentral.com/upload/content/images/blackYall_1ee0429c.gif[/img]
If you want to use it it will have to be an apng though.[/QUOTE]
Wow thanks metroid lol I was just trying to make this in macromedia 8. :D
[editline]10:42PM[/editline]
bummer I guess you have to be a gold member to use gif images.
[editline]10:43PM[/editline]
My current avatar is a png I don't know why the background isn't transparent.
Oooh! It just started working. I think I needed to close Maya for it to work. I bet Maya was hogging the texture files or something. Hooray, on to the next step...
Well, I successfully got an animation file from Maya to the SFM.
Will post explanation in a moment.
[editline]10:09PM[/editline]
If you've got your completed animation/pose or whatever in Maya, go the the DMX Export, and in the window where you name and save the file, press Options.
Go to Export Options and change the Export Type to Skeletal Animation.
Then name and save it and that should stop the "This file contains no animation" errors in the SFM :D
I get into SFM and try to move around in map I loaded but it just remains stationary. Can anyone explain what I need to do?
Press F10, maybe also F11.
[url]http://dl.dropbox.com/u/3797244/success.wmv[/url]
My quick test anim. There's some stuff you have to work around and I'm trying to figure out the specific problem areas.
[QUOTE=Pandamobile;22814321]Well, I successfully got an animation file from Maya to the SFM.
Will post explanation in a moment.
[editline]10:09PM[/editline]
If you've got your completed animation/pose or whatever in Maya, go the the DMX Export, and in the window where you name and save the file, press Options.
Go to Export Options and change the Export Type to Skeletal Animation.
Then name and save it and that should stop the "This file contains no animation" errors in the SFM :D[/QUOTE]
Worked! Yesss!
I'm starting to get the hang of this. Pretty cool
Still, if anyone figures out how to get the TF2 rigs working in MotionBuilder inform me!
I hate animating in Maya :(
i animate in motionbuilder.
[QUOTE=Reemix;22815717]i animate in motionbuilder.[/QUOTE]
You got the TF2 rigs working in MotionBuilder?
New video including custom scout animation.
[media]http://www.youtube.com/watch?v=rLSioQNH170[/media]
Woot, somehow got a Spy rig working in MotionBuilder :D
[QUOTE=Pandamobile;22815779]You got the TF2 rigs working in MotionBuilder?[/QUOTE]
No, I use maya to convert it to fbx then animate in motionbuilder. How did you get the rig to work?
I followed the tutorial and ended up with this.
[media]http://www.youtube.com/watch?v=hz5oBSvB7D8[/media]
[QUOTE=Reemix;22816463]No, I use maya to convert it to fbx then animate in motionbuilder. How did you get the rig to work?[/QUOTE]
You have to rename all of the bones in the TF2 rigs to match the MotionBuilder ones.
[editline]12:28AM[/editline]
Hmm. When I try to bring my animation from MotionBuilder into Maya, I only get one frame. Anyone know what the issue is?
Guys! I've nearly gotten the medic to do the tutorial animation "punch"! His arms are a bit goofy but the rest of his body looks good and normal doing the animation! :D
Will post a video when I fix those pesky arms.
Tried fucking around with a mo-cap rig and a Spy. The results weren't really as planned :v:
[url]http://dl.dropbox.com/u/3797244/Output.avi[/url]
[QUOTE=Pandamobile;22817394]Tried fucking around with a mo-cap rig and a Spy. The results weren't really as planned :v:
[url]http://dl.dropbox.com/u/3797244/Output.avi[/url][/QUOTE]
Yeah, same thing happened to me. I just figured it out!
Default Valve "reference" is not the right pose for "stance".
Rotate the arms up so that they are pointed straight out (see that mia character for a reference, like the Vitruvian Man). I found it helped to rotate them a little forward too so they don't clip so much into the body.
Like this:
[img]http://i.imgur.com/sixjO.png[/img]
Lookie what I made! I was able to get the Motionbuilder's default "punch" animation to work with the medic model (slightly random, yes).
[media]http://www.youtube.com/watch?v=Izbv4XwzGDo[/media]
Okay guys here's how you rig properly in motion builder.
Also do not rename your bones, the bones in the dmx and the bones ingame must be exactly the same name.
[media]http://www.youtube.com/watch?v=wpO_rzJU4AU[/media]
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