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In this Discussion
- Bob Whitecotton August 2011
Tags in this Discussion
- physx 272
- physx-plugin 15
- maya 13
- physx-plugin-maya 5
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
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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.
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.
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
