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Forum: All Forums : Call of Duty 4
Category: CoD4 General
General game questions, comments, and chat.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Maya to COD export animation error: "Where is this??// Error: source CODExportCommon"
k00lbr33ze
General Member
Since: Jun 17, 2009
Posts: 121
Last: Dec 13, 2011
[view latest posts]
Level 4
Category: CoD4 General
Posted: Wednesday, Nov. 2, 2011 04:06 pm
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]
Level 1
Category: CoD4 General
Posted: Wednesday, Nov. 2, 2011 10:12 pm
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?

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.

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
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k00lbr33ze
General Member
Since: Jun 17, 2009
Posts: 121
Last: Dec 13, 2011
[view latest posts]
Level 4
Category: CoD4 General
Posted: Wednesday, Nov. 2, 2011 10:50 pm
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 [mad]
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Masterbott
General Member
Since: Jun 22, 2009
Posts: 16
Last: Nov 5, 2011
[view latest posts]
Level 1
Category: CoD4 General
Posted: Thursday, Nov. 3, 2011 03:21 pm
I don't have any experience with animation/model exporting to cod4. I've only done a few things for cod2. My point being: I'd like to check if my animation exporter is faulty too. If it will all go normally I'll post a link with all the scripts and exporters in my bin/maya folder.
Sadly, I can't test it right now. I've got an important test tommorrow and I've got to study :p I'll post asap
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Masterbott
General Member
Since: Jun 22, 2009
Posts: 16
Last: Nov 5, 2011
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Level 1
Category: CoD4 General
Posted: Friday, Nov. 4, 2011 04:40 pm
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
General Member
Since: Jun 17, 2009
Posts: 121
Last: Dec 13, 2011
[view latest posts]
Level 4
Category: CoD4 General
Posted: Friday, Nov. 4, 2011 05:42 pm
THANKS!!!!

it opened right up- next up is trying to export a simple animation...

that's f**** up IDK why that part needs to be commented out/deleted
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Masterbott
General Member
Since: Jun 22, 2009
Posts: 16
Last: Nov 5, 2011
[view latest posts]
Level 1
Category: CoD4 General
Posted: Friday, Nov. 4, 2011 10:35 pm
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[thumbs_up]

Regards,

Masterbott




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k00lbr33ze
General Member
Since: Jun 17, 2009
Posts: 121
Last: Dec 13, 2011
[view latest posts]
Level 4
Category: CoD4 General
Posted: Saturday, Nov. 5, 2011 04:12 pm
Actually, I didn't know this...

I've done animations in Maya (mostly for motion graphics & it's such a massive program that there's much more that I need to learn from it) before but I've not had to export them to another software or used any joints or IK handles.

Thanks for the tip- been very helpful.
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Masterbott
General Member
Since: Jun 22, 2009
Posts: 16
Last: Nov 5, 2011
[view latest posts]
Level 1
Category: CoD4 General
Posted: Saturday, Nov. 5, 2011 05:36 pm
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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