I've been trying all week to get an animated portrait into Stellaris, and every time I seem to run across some new stumbling block. I have at this stage managed to narrow down my problems to two discreet issues - and I can't see any way past them.
I really hope someone can help as I'm at my wit's end.
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The first is Maya becomes super unstable once I add the "animation" attribute to the root, scrubbing the timeline or playing back causes crashes, as does animation export frequently (But not always, it's truly random). I have taken to simply not adding the animation attribute to the root until the last minute as a workaround but this doesn't chaneg the fact it often takes multiple attempts to get it to export an anim without hanging.
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The second is that some bones/skin bindings get randomly screwed up.
The only pattern I have been able to find between the broken bones and the working bones, is that in the output list, the working bones have their BindPose at the bottom of the output list, while the broken bones have their BindPose at the top of the output list. I may be wrong but this appears relevant to how the exporter handles the bones in the finished mesh or animation.
EDIT (14/6/16): I figured out how to remove the bindpose and re-generate it, forcing it to the bottom of the list, it had no effect. Bug persists... I'm at a loss to explain or resolve.
I really hope someone can help as I'm at my wit's end.
______________________________________
The first is Maya becomes super unstable once I add the "animation" attribute to the root, scrubbing the timeline or playing back causes crashes, as does animation export frequently (But not always, it's truly random). I have taken to simply not adding the animation attribute to the root until the last minute as a workaround but this doesn't chaneg the fact it often takes multiple attempts to get it to export an anim without hanging.
______________________________________
The second is that some bones/skin bindings get randomly screwed up.
The only pattern I have been able to find between the broken bones and the working bones, is that in the output list, the working bones have their BindPose at the bottom of the output list, while the broken bones have their BindPose at the top of the output list. I may be wrong but this appears relevant to how the exporter handles the bones in the finished mesh or animation.
EDIT (14/6/16): I figured out how to remove the bindpose and re-generate it, forcing it to the bottom of the list, it had no effect. Bug persists... I'm at a loss to explain or resolve.
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