ross-g / io_pdx_mesh

Import/Export files for the Clausewitz game engine
GNU General Public License v3.0
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Exporter not detecting materials/animations #15

Open Anjureux opened 4 years ago

Anjureux commented 4 years ago

I'm trying to export a custom mesh and animation from Maya 2020 into the Stellaris PDX format. The exporter isn't detecting my animation or materials so it obviously fails to export. Help would be much appreciated!

ross-g commented 3 years ago

Did you get this sorted out? I've missed your post last week but it seems like just a workflow issue. I am still planning to write a better wiki here for the tool.

Anjureux commented 3 years ago

Sorry, I was actually gonna move this to the Paradox forums but it wouldn't let me post it so I'm glad you found it here.

I haven't really found a fix but I think you're right in that it's a workflow issue. In Maya, everything seems to be about right since I was able to make custom meshes and animate this: https://www.youtube.com/watch?v=GpKp91uJUgQ. Now, I'm pretty sure I just didn't construct my materials right because K-vald's wiki tutorial left me a little confused (I have pretty much no modding / modeling experience -- I'm just a digital painter). As for the animation, though, the exporter doesn't register animations even when I import one into Maya directly from the game's assets.

I'm obviously really new to this stuff but I'm happy to help you diagnose whatever my issue is -- just let me know if you need more information or I can try to send the Maya scene and corresponding files to you.

Thank you!

ross-g commented 3 years ago

The animation is cool, like the eye movements! :smile:

The general workflow for the tool when creating assets from scratch is that you will need to "tag" things in Maya so they are valid for export.

Hope that helps, sorry again for the poor state of the wiki here. It's on the to do list.

Anjureux commented 3 years ago

Alright, I re-made my materials through the exporter and now it's detecting those. When I try to save the animation though I keep getting 'Maya Node does not exist (or is not unique):: u'None''. I had the root bone selected when I did it -- is it possible I need to add an attribute or something to the root bone?

6ish commented 3 years ago

This thread is a few months old, so hopefully someone is still watchign and has a fix. I to am recieving the 'Maya Node does not exist (or is not unique):: u'None'' error. I am working on CK3 animations using 0.8 release of the tools.

Here's some more info:

[io_pdx_mesh] INFO:  exporting F:/sdf.anim
[io_pdx_mesh] INFO:  writing animation info -
[io_pdx_mesh] WARNING:  FAILED to export F:/sdf.anim
[io_pdx_mesh] ERROR:  Maya Node does not exist (or is not unique):: u'None'
# Traceback (most recent call last):
#   File "C:/Users/brick/Documents/maya/scripts\io_pdx_mesh\pdx_maya\maya_ui.py", line 566, in export_anim
#     export_animfile(anim_filepath, **options)
#   File "C:/Users/brick/Documents/maya/scripts\io_pdx_mesh\pdx_maya\maya_import_export.py", line 1704, in export_animfile
#     export_bones = get_skeleton_hierarchy([root_bone])
#   File "C:/Users/brick/Documents/maya/scripts\io_pdx_mesh\pdx_maya\maya_import_export.py", line 639, in get_skeleton_hierarchy
#     root_bone.add(get_root(bone.name()))
#   File "C:\Program Files\Autodesk\Maya2020\Python\lib\site-packages\pymel\core\nodetypes.py", line 1436, in name
#     name = self._updateName(long)
#   File "C:\Program Files\Autodesk\Maya2020\Python\lib\site-packages\pymel\core\nodetypes.py", line 1323, in _updateName
#     raise general.MayaNodeError
# pymel.core.general.MayaNodeError: Maya Node does not exist (or is not unique):: u'None'
ross-g commented 3 years ago

I haven't been able to reproduce the problem myself at all, but if you're willing to attach your Maya scene file then I can try to determine the problem.

It's failing to find the skeleton correctly. Is this a model and skeleton you have made from scratch, or are you creating new animations for one of the CK3 assets?

Anjureux commented 3 years ago

@6ish Sorry, should have updated the thread but I just recently figured out that it seems the issue is with Maya 2020 specifically. I switched to Maya 2019 and had no issues exporting animations and meshes from then on. Hope that helps!

6ish commented 3 years ago

I installed 2019 and have no problems. I tried combing through the files to track down what was going on but i'm not familiar enough with python and maya to fix it. a change in api somewhere...

I using the importer to import a skeleton from the CK3 gfx folders. Without doing anything other than importing an existing animation from the game ( i tried many other ways too), I try to export the animation as it. I see that it is failing to recognize the selected skeleton.

After searching some more, i found other threads that pointed me at 2019. I'd send you my scene, but unless you have 2020, it wont be usefull. and if you did have 2020, you'd probably see the same error anyway. Thank you.

ross-g commented 3 years ago

I do have Maya 2020 yes, and while I will see the same error that's a good thing because then I can work out how to fix it.

What skeleton and animation did you import and try to export again?