Hard Light Productions Forums
Modding, Mission Design, and Coding => The Modding Workshop => Topic started by: T-Man on August 25, 2010, 10:37:20 am
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Am thinking of having a shot at a few FS models using Maya 2011 (have a legitimate Student Edition for a year thanks to a student deal thing Autodesk was doing during my uni time) so was wondering if anyone knows of any converters or guides for converting Maya models into POFs?
If it helps conversion processes in any way, i also have TrueSpace and Blender (though i preferably want to use Maya for now if possible as i have experience with it, and i'm still really struggling to understand the other two's control systems).
Thanks.
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I'm fairly new to this myself, so there are sure to be more informed members that can answer your question. The process that comes to mind first is that you would export your model from Maya to Blender in OBJ format and then from Blender to POF in Collada format. The process is a little more involved than that in terms of object naming conventions and Collada export settings, but that is the basic option. I know that Maya can export objects directly to Collada format, but I haven't heard of anyone doing so yet. There are some stickied threads at the top of this forum that have links to modeling/exporting guides.
On a personal note, I would totally discard TrueSpace as Blender is much better.
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Do what rhettro said. Keep Blender, and use it for file conversion.
I use Silo myself, so I have to export my models from the Silo format to .obj, then in 3D Max I go ahead and convert to Collada, its time consuming, but it works.
In your case, us Blender instead of Max.
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If you can export to collada then you can import into PCS2 and do all your rigging there. I even do that with max models. It's easier for me. It only becomes an issue if you have a lot of turrets since they link to object number not name so you have to go through and reassign them after the global import.