Maya aligned models TIP: Save this as a new scene somewhere easy to access, this will be used for creating the animated model when converting animations.Ĭlick on Call of Duty Tools in the Maya toolbar and select Export XModel. t6_attach_mag_dsr50_view_LOD0:tag_clip) and use the Move and Rotate tools to align it to where you feel is correct. Click on the joints attached to each of the imported models (usually identifiable by the namespace at the beginning of the joint name: e.g.Attach all imported joints to the root joint of the main model (normally j_gun or tag_weapon) by hovering over the joint to move, holding middle mouse and then dragging it to the root bone of the main model.TIP: You may drag-and-drop the other model files for this step, as both methods will lead to the same result.Try to take note of which joints are associated with which models during this process. This will generally be the body piece that has the trigger and pistol grips, then click File > Import and import each of the other models you ripped into the same scene. Open the ‘main’ model that the weapon will use. Do this for every model that you ripped, saving the changes as you go. mel file into the Maya window and wait for the status bar at the bottom to say ‘The model has been binded.’. Dragging-and-dropping the file will merge it with the untitled scene and add a namespace in front of all your imported items, which may lead to issues later down the line. ma file rather than dragging-and-dropping the. Ensure you go File > Open and locate the.Change the Renderer to ‘Legacy Default Viewport’ and press 6 to go into textured view If you do not wish to edit the models before compiling them, skip to Step 5. You may click the triangle dropdown next to it to see any extra options, but the main options we are interested in are Export MA and Export XE. Once you have found it, make sure the entry is highlighted in the asset list and then click Export Selected.
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