Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

In this Discussion

Tags in this Discussion

APEX issues with Maya pipeline
  • BACKGROUND
    Forgive me for double-posting (a similar question has
    remained unanswered in another corner of these forums) but maybe the
    Maya guys can help me.

    I've managed to get a cloth object from
    Maya into Unreal Editor. We've even managed to get the object game-side
    and running in real time. The process I followed was a hack and now I'm
    having to clean it up so that I can document it for the other artists.

    PROBLEM
    The
    biggest issue I have with the plugin is its refusal to create a
    Kinematic Ragdoll on referenced geometry. Like many other studios we
    keep the rig and the mesh files separate so that they can be worked on
    concurrently. The RIG file is the master document; meshes get referenced
    into the RIG file and exported from it. Most of the APEX stuff works
    fine: a referenced cape can be bound and set up as a cloth object. But
    when I select the character's legs (more referenced geometry) and
    attempt a Kinematic Ragdoll....APEX says, no.

    Specifically, Maya says // Error: No joint selected/found. Ragdoll not generated //

    MORE INFO
    1. So I converted the Referenced geometry into imported geometry. Still no luck: same error message.
    2. Next I thought about namespaces and removed them from the now imported geometry. Same error.

    HOW DO I...?
    So how can I get the APEX plugin to create Kinematic ragdolls on referenced geometry?


    Kind regards

    Barry Sheridan


  • 3 Comments sorted by
  • Vote Up1Vote Down Bob Whitecotton
    Posts: 13 Accepted Answer
    Looks like I spoke too soon. We do already have a fix ready for the next release.
    Although to be sure you can still attach an asset.

    QUOTE (Daniel@NVIDIA @ Jul 15 2011, 01:30 PM) *
    Support for referenced geometry is a bug at this time that we are planning to look at soon.
    I'm
    not quite sure if it will make our next release otherwise it would
    probably be a patch to that next release not too long after.

    Would
    it be possible for you to provide a sample file to us that displays
    this problem? That we can be sure we hit your exact case on not maybe
    finding some similar that doesn't quite meet your needs.
  • OK, we've gotten to the bottom of this:

    For a Kinematic Ragdoll to be created on a referenced geometry you have to pick the Shape node.

    nVidia: can you guys change your scripts so it works with Meshes and not shape nodes, please?
    ...or maybe update the documentation

    barry


  • Support for referenced geometry is a bug at this time that we are planning to look at soon.
    I'm
    not quite sure if it will make our next release otherwise it would
    probably be a patch to that next release not too long after.

    Would
    it be possible for you to provide a sample file to us that displays
    this problem? That we can be sure we hit your exact case on not maybe
    finding some similar that doesn't quite meet your needs.



    QUOTE (barrys @ Jul 15 2011, 06:08 AM) *
    OK, we've gotten to the bottom of this:

    For a Kinematic Ragdoll to be created on a referenced geometry you have to pick the Shape node.

    nVidia: can you guys change your scripts so it works with Meshes and not shape nodes, please?
    ...or maybe update the documentation

    barry