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Maya and BF2editor years later

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I was gone for a while.

Im running Maya 2015, it would be nice to have exporter tools for it. I cant write a UI for that, because i only know a little mel and no python at all(yet), so im wondering if anyone made any head way linking the old Bf2 editor to Maya in my absence.

I went and got my CG animating degree. I got pretty good at animating to the point where i can rig characters to geometry and animate them but only in maya. I didnt even touch 3ds max in the last 4 years.

So maybe somebody could give me an update. because its been 3 or 4 years since mosquill talked to me about all this and i totally forget. I think Mosquill told me he would need access to the BF2 editor's source code in order to link Maya to the Bf2 editor and that it wouldnt be worth the time needed.

But the thing is, Maya has gotten awesome, to the point where softimage was totally redundant, and more game devs are drifting over to maya even though the older generation of game devs are used to 3dsmax.

I dont thing max is bad, i just dont like having to learn a whole new program, so its ot going to happen, and basically id like to help the mod out again but i gotta do it through maya.

Afaik i just need to find out how to export a maya animation as a bf2 animation file and then we're flying. And from what i understand its pointless for the bf2 engine to read the joint locations and all of their weight values, so i can only assume it looks at the vertice positions of the LODs and takes those instead (i think its called Geo caching). then you get a deforming mesh per frame and its pretty simple (in theory) but i dont know how any of that works under the hood. So i reckon if i had the weapons, and the pair of arms for 1p animations and do an animation and geo cache it, i need a converter to take that animation and make it into a readable file for the bf2 animation editor.


anywayzzzzzz.............laterrrr

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