Maya Anim Import Error Reading File
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portfolio My Forum Profile Upload Art Upgrade accountCGConnect Benefits Email Subscriptions Log out Register Login Login Login using your username or email. You don't have maya error line 0 error reading file an account yet? No worries, joining is easy. Username / maya error reading file obj Email Password {{loginErrorMsg}} Login Register | Reset password CGTalk > Software > Autodesk Maya maya error line 0 could not save file > Exporting animation to different scene PDA View Full Version : Exporting animation to different scene Zookoo12-13-2009, 04:38 PMHi guys, I've been searching around to find
Error Has Occurred While Reading Scene May Result Data Loss
a simple solution to export animation from a rig to different scenes in Maya but I haven't seen much info about it :S I read some people have been using the PAIE script and the zootools scripts but I'm not sure how to get the first one working and I'm a bit maya index out of range for face creation reluctant to use the zootools because there's too many scripts in the pack and I prefer to only install the ones I will be using :P I'm aware of the animImportExport plugin that comes with Maya but I get errors saying: // Error: Could not add the anim curves to the clipboard. // // Error: Error reading file. // It exports/imports fine with simple animation for objects like cubes but not my rig :( If anyone knows of any simple scripts that allows easy animation exporting/importing to/from different scenes, I would appreciate it!! Thanks for your time :) gonzalimator12-14-2009, 01:15 AMhttp://www.creativecrash.com/maya/downloads/scripts-plugins/animation/c/dkanim Always worked for me. I've used it in production without a problem. Zookoo12-14-2009, 02:54 AMWow thanks gonzalimator! It works like a charm! Cheers! :beer: mswertfager05-12-2010, 04:36 AMAnimImportExport couldn't cut it. dkAnim worked perfectly. ...Autodesk, please buy/license this and incorporate it. Seriously. ...Daniel Kramer, your script rocks. Kudos to you. teemue08-10-2010, 03:11 PMWhat
Search Forum Total War: Rome II Total War: Rome II Workshop Miscellaneous Help needed: How to identify an animation? If this is your first visit, be sure to check out the FAQ by clicking the link autodesk above. You may have to register before you can post: click the register link above to proceed. To start viewing messages, select the forum that you want to visit from the selection below. Results 1 to 10 of 10 Thread: Help needed: How to identify an animation? Thread Tools Show Printable Version Email this Page… Subscribe to this Thread… Search Thread Advanced Search Display Linear Mode Switch to Hybrid Mode http://forums.cgsociety.org/archive/index.php?t-834026.html Switch to Threaded Mode September 20, 2013,08:50 AM #1 Kaunitz View Profile View Forum Posts View Blog Entries View Articles Centenarius Join Date Mar 2010 Location Vienna Posts 807 Help needed: How to identify an animation? Hi! My problem is that I want to make javelins and pila disrupt formations. So I've given javelins a "shockwave"-radius in the projectiles table. The game-play effect is nice but a little bit too much. http://www.twcenter.net/forums/showthread.php?622151-Help-needed-How-to-identify-an-animation But what is really annoying are the animations that the soldiers perform when they get hit by the shockwave-javelins. They jump and roll. So, my task is to change these animations to something less extreme. I don't need the jump-animations anywhere else, so I'd like to turn them into "step-back/forward/left/right"-animations. That's the idea: when a part of a formation gets hit by javelins, men don't die, and they should perform stuntman-deaths and jumps either, but they should flinch, slow down and/or shy away a little bit from the projectiles, so that holes in the formation might open up. Right now they're jumping, partly rolling, and need to stand up after that. However, I just can't seem to identify those jump-animations. I've already tried the knockbacks, fall_overs, knocked_fyling, death_knocked_flying_landed animations (man_unarmed & man_sword_shield, my testing animation-fragment). I'd be very thankfull for any hint or tip. A video showing pila and the animation that I'd like to identify in the animation-fragments (will be uploaded in ca. 2 hours): Last edited by Kaunitz; September 20, 2013 at 09:07 AM. KAUNITZ PROJECT - a modding project for a better representation of XVIIIth century warfare - Reply With Quote September 20, 2013,12:12 PM #2 Kaunitz View Profile View Forum Posts View Blog Entries View Articles Centenarius Jo
Printable Version Subscribe to this Thread… Search Thread Advanced Search Display Linear Mode Switch to Hybrid Mode Switch to Threaded https://forums.epicgames.com/threads/745073-Please-help-Error-when-importing-Maya-character-animation Mode 09-18-2010,04:31 AM #1 edcckao Guest Please help: Error when importing Maya character animation Hi everyone, I'm new here so I don't know if it's the right place to ask this question. If not, please tell me and I'll remove this post I tried to import character animation from Maya 2009 to UDK, but got error reading nothing imported. I got numerous error messages showing that: Duplicate bone name encountered in skeleton: XXXX and finally it shows: Non-unique bone names detected - model not saved. Please check your skeletal setup. I can't find any document about this error anywhere, does anyone know how to fix this? Thanks in advance. You can download my error reading file Maya 2009 file at: http://vspace.cc/file/B4B7B6TXQTG2YTEF.html 09-18-2010,05:38 AM #2 jamiet Guest well you do have duplicate names everywhere in your hierarchy for joints.. for example your finger joints are all named the same? RightRingFinger --> RightRingFinger --> RightRingFinger --> RightRingFinger so yeah give all your joints unique names and the import problem will be solved.. RightRingFinger_Base --> RightRingFinger_Mid --> RightRingFinger_Tip --> RightRingFinger_End for example.. 09-20-2010,04:16 PM #3 edcckao Guest Thanks jamiet, I'll try to rename all these joints. I'll update this post if I succeed 01-04-2011,07:34 AM #4 Gambit Guest I get this problem, when using Denny's rig. I have looked in the hierarchy and cannot find any duplicate bones, but UDK is complaining about the left forearm. I am importing an fbx. When i try to import a psk, the animations don't play. Any tips? 02-23-2011,01:05 PM #5 Maripon Guest Did anybody find a solution for this? I have the same problem with my rig, there are no duplicates and still the export doesn't wo