I'm having a great deal of trouble with getting an ingame portrait to work. The result is either off screen or completely, completely messed up. I've followed some suggestions I've found in this forum and on google, but to no avail.
Could I post my Maya-project file, for someone to have a look at?
I'm trying to get a mesh+skeleton into Stellaris. I seem to have run into the problem described earlier, (https://forum.paradoxplaza.com/foru...rtrait-export-woes-and-bindpose-issue.947083/) where parts of the skeleton snaps to zero.
Without exporting the skeleton, it looks fine ingame, although there's no animation of course.
I copied the skeleton from human_female_01.mesh after converting it to .dae with Jorodox tools. I was hoping I could reuse the animations, since I literally just started using Maya a few days ago, on a trial at that.
I created three new meshes, then textured them.
Then I moved the face skeleton around a bit, and it looked good enough.
Then I entered rigging mode, went to the Skin->Bind option, and applied after setting max influences=4. It exports and all dandy, but I can see in Jorodox tools preview that the skeleton is messed up. Ingame, it moves around weirdly and is completely deformed. (should it even move without me creating any animations?)
I'm at a loss. I don't understand why the skeleton changes after I export it. Even if I delete the joints, so that nothing snaps, it still deforms anyway. Could anyone take a look?
https://drive.google.com/file/d/0B3wkDzGxlbsVQmtkRHNZS3VBUG8/view
Could I post my Maya-project file, for someone to have a look at?
I'm trying to get a mesh+skeleton into Stellaris. I seem to have run into the problem described earlier, (https://forum.paradoxplaza.com/foru...rtrait-export-woes-and-bindpose-issue.947083/) where parts of the skeleton snaps to zero.
Without exporting the skeleton, it looks fine ingame, although there's no animation of course.
I copied the skeleton from human_female_01.mesh after converting it to .dae with Jorodox tools. I was hoping I could reuse the animations, since I literally just started using Maya a few days ago, on a trial at that.
I created three new meshes, then textured them.
Then I moved the face skeleton around a bit, and it looked good enough.
Then I entered rigging mode, went to the Skin->Bind option, and applied after setting max influences=4. It exports and all dandy, but I can see in Jorodox tools preview that the skeleton is messed up. Ingame, it moves around weirdly and is completely deformed. (should it even move without me creating any animations?)
I'm at a loss. I don't understand why the skeleton changes after I export it. Even if I delete the joints, so that nothing snaps, it still deforms anyway. Could anyone take a look?
https://drive.google.com/file/d/0B3wkDzGxlbsVQmtkRHNZS3VBUG8/view