I posted this in a topic of mine in Scripting Issues but I think it’d be more appropriate here.
This model is made and rigged from scratch, and I’m no Maya wizard.
It currently gives me this when I hit shift+L in pview :
ModelRoot eagle-heads.egg Character eagle-heads GeomNode (1 geoms: S:(TextureAttrib))
but I need something along the lines of this:
ModelRoot duck-heads-250.egg Character duck-heads-250 ModelNode DuckHead250Polys E:(CharacterJointEffect) GeomNode muzzle-short-neutral (1 geoms: S:(ColorAttrib TextureAttrib)) GeomNode head-short (1 geoms: S:(CullFaceAttrib TextureAttrib)) GeomNode head-front-short (1 geoms: S:(TextureAttrib)) GeomNode eyes-short (1 geoms: S:(TextureAttrib TransparencyAttrib)) GeomNode joint_pupilL_short (1 geoms: S:(TextureAttrib TransparencyAttrib)) GeomNode joint_pupilR_short (1 geoms: S:(TextureAttrib TransparencyAttrib))
Does this simply mean I’ll have to create a new shape for every piece? Because I extracted faces from the original mesh into their own pieces, i.e.:
(the polygons are slightly different now, but still the same object. I deleted history to collapse each object into their own thing.)
Why doesn’t the model have a ModelNode, and how would I define these different objects?
Does this mean I would have to have multiple Maya files with each piece rigged to its own root, later compiled into one Maya file?
(If anyone would like, I can upload the most recent version of the .mb file so they could take a look.)