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Weighting from maya exploding

Discussion in 'Modeling & Skinning' started by Drexster, Aug 5, 2005.

  1. Drexster

    Drexster New Member

    Aug 5, 2005
    Likes Received:
    So, this is my first time posting here, i can't seam to find anyone who has had this problem b4, so any help would be apreciated.
    I've got this model rigged to the UDN skeleton rig in maya 6, I've tried exporting it to unreal using both the secret level plug-in and the actorX plug-in, and i can get it to show up in the animation editor of UnrealEd but the weighting of the vertices seams to be all blown up... this is extremly frustrating as the weighting in maya works fine.

    If anyone has encountered this before, please let me know as to what i should do to fix it.

    Thanks in advance

    Here are some photos of the model in maya and unreal with exploded weighting;


    Attached Files:

  2. SuperApe

    SuperApe Registered Monkey

    Mar 20, 2004
    Likes Received:
    I can't offer much advice, but I can tell from the
    pictures that the poly (or vertex) order is messed
    up during the transfer from Maya to Ued. It could
    be going from Maya 6, using those exporters to
    Ued. I have not tried using "regular" Maya for my
    imports, only the PLE version, but perhaps you
    found an exporter that should be working and it
    just isn't in this case.
    In any case, a miscommunication between this
    flavor of Maya, your exporter and Ued is the problem.
    The "North" edge of one polygon isn't connected to
    the "South" edge of the polygon next to it; that
    tells me the order is screwed.
    You might need to find another exporter, because
    I can't think of any way to transfer that between
    PLE and non-PLE versions of Maya. Sorry.

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