Re: [Algorithms] Maya file format reader/writer.
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From: Jonathan M. <jo...@kn...> - 2000-12-02 01:36:14
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That's why you need to constantly be exporting your stuff to and/or
running the game. We expect artists to check their art every step of the
way in the game engine. As far as limitations for different platforms go I
can see having some feedback as a nice feature for that.
-Jon
----- Original Message -----
From: "Alex Wells" <ale...@im...>
To: <gda...@li...>
Sent: Friday, December 01, 2000 10:08 AM
Subject: Re: [Algorithms] Maya file format reader/writer.
> I was thinking of doing a stand-alone tool that works on Maya files rather
than
> a plug-in. But I am glad I didn't. Depending on your target platform,
many
> limitations may exist. For example, Playstation has limits on texture
coordinates
> repeating. This bit the artists on nearly everypiece of art. But because
we check
> during export we can select the offending faces directly in Maya, zoom the
users
> window in on them, and return an error message explaining the problem to
the
> artist in the status window. In the end, having the artists export
themselves is
> a necessity to making sure they authored it correctly for the target
platform.
> Although I wouldn't mind a stand alone tool also, so that when we do
change
> the underlying format we wouldn't have to go through the artists. But I
am
> glad we went the way we did. If there are problems with the art,
turnaround
> is alot quicker and that artist can fix it right then.
>
> Nothing is worse than building 20 blend shape targets, not realizing you
couldn't
> change edge positions on different targets, animating it for 3 days and
have
> the stand-alone exporter reject it.
>
> Alex Wells
> ImageBuilder Software
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