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Topic: Maya to COD export animation error: "Where is this??// Error: source CODExportCommon" |
k00lbr33ze |
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General Member Since: Jun 17, 2009 Posts: 121 Last: Dec 13, 2011 [view latest posts] |
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Category: CoD4 General Posted: Wednesday, Nov. 2, 2011 04:06 pm |
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Hello all,
I've been working with Maya 8 for creating static models. I'm able to export static models into radiant.
In the near future, I would like to include a simple animation created in Maya, so I clicked: Call of Duty 4 > Animation exporter to bring up the dialog & see if it worked.
However, I get the following script error in Maya:
Code:
// Error: source CODExportCommon;
//
// Error: Cannot find file "CODExportCommon" for source statement. //
Granted, I was trying to pull up the animation exporter on a scene with no animation- so I'm not sure if that would cause an error; but I doubt that it would.
So what am I missing to get this to work?
Again thanks for all the help! |
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Masterbott |
General Member Since: Jun 22, 2009 Posts: 16 Last: Nov 5, 2011 [view latest posts] |
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k00lbr33ze |
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General Member Since: Jun 17, 2009 Posts: 121 Last: Dec 13, 2011 [view latest posts] |
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Category: CoD4 General Posted: Wednesday, Nov. 2, 2011 10:50 pm |
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Thanks for the reply bott...
Quote: Did you check if the XanimExport.mll is in the \bin\maya\tools folder? Or maybe you made a mistake in the maya.env when referring to it?
Yes I double checked, just to make sure (per your suggestion), & it's where it's supposed to be...
Quote: I'm not sure if it's relevant, but you should also check the loaded plugins and make sure the xanimexporter is also checked. I thought you could find it somewhere in Windows>Plugin Manager
I also checked this to be on the safe side, both plug-ins are loaded...
Quote: It could also be a faulty CODExportAnimationWindow file. I've seen such an error in maya 6.0 with the cod2 maya tools. It was a problem in the script which made it impossible for maya to load the exportermenu. So you might want to download the tools from somewhere else than the first time, or search for a (hot)fix.
Guess I'm gonna have to google this...wish I knew me some melScript
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Masterbott |
General Member Since: Jun 22, 2009 Posts: 16 Last: Nov 5, 2011 [view latest posts] |
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Masterbott |
General Member Since: Jun 22, 2009 Posts: 16 Last: Nov 5, 2011 [view latest posts] |
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Category: CoD4 General Posted: Friday, Nov. 4, 2011 04:40 pm |
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Hmmm, I've tried the animation exporter and I get the exact same error as you do. Pretty damn weird. I'll try a few things to get it to work.
edited on Nov. 4, 2011 12:52 pm by Masterbott
SOLUTION!
I've compared the cod2 CodExportAnimationModel to the cod4 version. In the cod2 version there's a double slash to ignore the CODExportCommon thext that's in there. I;ve done the same thing in the cod4 version and now it opened :) All you have to do is open de CodExportAnimationModel in /bin/maya/tools and edit it with notepad. Ctrl+F to search "CODExportCommon" and insert a double slash / in front of the first result that pops up.
Code:
//$pluginLoaded = `pluginInfo -q -loaded PerforceMaya`;
//if ( $pluginLoaded == 0 )
// error ("PerforceMaya plugin is not loaded");
$iwGlobalNodeArray = `ls IWGlobalNode`;
if ( `size $iwGlobalNodeArray` == 0 )
createNode "renderLayer" -n "IWGlobalNode";
//source PerforceMaya;
//source CODExportCommon; <<<<<<<<<<<<<<<<<<<<<
// Check lockNode first
int $checkLockNode[];
$checkLockNode = `lockNode -q IWGlobalNode`;
if($checkLockNode[0])
{
// If it's locked, unlock to build the window
lockNode -lock off IWGlobalNode;
} |
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k00lbr33ze |
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General Member Since: Jun 17, 2009 Posts: 121 Last: Dec 13, 2011 [view latest posts] |
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Masterbott |
General Member Since: Jun 22, 2009 Posts: 16 Last: Nov 5, 2011 [view latest posts] |
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Category: CoD4 General Posted: Friday, Nov. 4, 2011 10:35 pm |
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I'm glad too see that it's working. About exporting an animation, it's really not that hard.
If you already know how to do animate, skip this:
"Just create a joint, select your model's mesh and the joint and press the box behind Skin>Bind Skin>Smooth Bind. Put Bind to on Selected joints. Now put the timeslider below on frame 1 and press S (setkey, with the joint selected). Now go to like frame 50 and move the joint and press S again. Play the animation and you'll see it will smoothly go from point A to point B. When you're done animating, all you have to do is pull up the animation exporter, create a new entry and select the parent of your mesh and the joint and press "Set Exports". All you have to do now, is press the export button and you're done in maya :D"
A piece of advice:
When you're modeling for cod, it's better to group a model (Ctrl+G, you can check it in Window> Hypergraph hierarchy, You'll see your model becomes a child of 'group'). When exporting you must choose the parent. The standard name would be 'Group' or 'Groupx'.
If you might ever be interested in creating your own weapons with custom animatons, I've got a tutorial posted on Callofduty.filefront.com for Cod2. The most of it should work for cod4 as well!
Good luck
Regards,
Masterbott
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k00lbr33ze |
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General Member Since: Jun 17, 2009 Posts: 121 Last: Dec 13, 2011 [view latest posts] |
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Masterbott |
General Member Since: Jun 22, 2009 Posts: 16 Last: Nov 5, 2011 [view latest posts] |
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Category: CoD4 General Posted: Saturday, Nov. 5, 2011 05:36 pm |
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No problem. I'm still learning all the features of this program too :P I know the basics now and I can make some basic models too, but working my way around not-using a tool that's not (always) working correctly, is still a skill I don't master yet. I don't know alot about maya, but on the other hand, I do know alot about how to get a model (static,animated,weapon,grenade etc.) into cod(2). So if you've got some questions about importing, I'm your man :D
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