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Import fails from maya

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Hey, I have been trying to import a model from Maya 2012 to DDDK all day and haven't been able to get it to work. I've looked around and none of the suggested solutions work. I've exported the file onto my desktop
as a .fbx file from maya and tried to import that file from there onto DDDK, I keep getting an 'import failed'
message. I've tessellated the model, frozen tranformations, and deleted history but nothing will work. Any
ideas on what the problem is?

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I can't speak for Maya, I use Max, however.

.FBX would normally be the best bet, however the DDDK UE3 engine version seems to have a fair few issues, even if you do get them imported.

Your best bet it to use .ASE. Again I am not sure how Maya does it, but for Max you need to make sure that each material set is setup with a texture before exporting (if using multiple materials) to get them to register in Unreal3 in general.

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I will second the use of ASE. UE3 tends to be quite picky. Also if you have any sort of tesselation modifiers or other modifiers that raise or tweak the poly count, it can cause issues when importing sometimes.

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Thanks for the responses guys. Just how would I save .ASE? Isn't that exporting with ActorX? From what I have read that no
longer supports recent versions of Maya. Before I start searching for that I'm going to try adding a simple texture to the object like you suggested maybe that will work. Thanks again for the suggestions.

Also, @Nexus does that mean I should not tessellate the object so that it creates triangles? It was one of the steps that I had
read. The poly count on the object I have is less than 1k which I don't think would cause problems.

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Thanks for the responses guys. Just how would I save .ASE? Isn't that exporting with ActorX?


I don't use maya 2012, but have used 3ds max 2012 so I think it may be similar, it's under export to non native file formats under the file menu.

Also if that doesn't work, try this for ActorX maya 2012, so long as it isn't 32-bit version it should work (I used this for making it a skeletal mesh, I don't know about static mesh because I just used .ASE for static mesh)

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Yeah avoiding Tesselation is generally a good idea. It's not common practice to tessellate things anyway, but it's just good to keep it in mind anyway. The game engine doesn't utilize 64bit at all or DX11. Throwing tessellation at DX9 and people who are still using slower machines will suffer the performance requirements.

3DSMax supports exporting to ASE natively (I only have the ActorX Importer plugin at the moment) Maya should support ASE as well. Skeletal meshes definitely need to ActorX Exporter though. Saves a lot of trouble trying to fiddle with the animation trees in the editor.

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You need the lastest version of FBX, it worked for me:
FBX lastest version for Maya 2012: http://images.autodesk.com/adsk/files/fbx20132_maya2012_win.exe

You can also export your models as .ASE with the actorxtool. Once you put the plugin on his folder and active it on Maya, select the mesh you want to import and write on console: axmesh for setting the mesh properties and exporting it.

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I've been having this same problem all day on Max 2012 x64, and when trying to import the ASE into DDDK I get a fatal error in DDDK.

However, it imports 100% fine in June 2012 UDK x64

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