Thursday, May 17, 2012

Day 5: Refinements to the Import process

 Well it should be able to interpolate between animations but I'm betting some will look really odd. 
Working with other people's meshes often brings a lot of "what where they thinking?" moments, see: polygon density on those boots, no texture for the white jacket dress thing, the interior of the jacket does not have any polygons and is not double sided so it doesn't render anything, the body doesn't exist under the clothes - which would be fine if there was polygons closing off the clothes as mentioned right before. And then I curse my own lack of knowledge of rigging in Maya, because if I knew how, I could modify the mesh myself and then re rig it and be happy. 
Now for some good news, bad news.

Good news! I figured out how to save only animations to file and get them to import and automatically link to the reference mesh. This cuts out huge amounts of lag in the editor and keeps the file size down as the files are now 2mb instead of 10mb per file.

The bad news is that to reap the benefits of this I have to go over all the animations and re export them, again. And Maya is a dick program - want to rename the namespace in this file so that it matches every other animation file? NOPE you don't get to do that, deletes the desired namespace automatically. How about creating a new namespace using the desired name? NOPE have fun shitting through bad documentation and not a single GUI method to create a namespace.  Developers: Oh hey lets throw in a shitty feature that arbitrarily decides which namespaces are valid or not to piss off that one guy trying to figure how match them between files. 

The only way I got through that doozy was to import the file with mismatched namespaces into a file with proper namespaces and then renaming decided it was ok to work.

Next time : Endless asset exporting!

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