C7Studios Posted July 23, 2011 Share Posted July 23, 2011 I've been silently working on making some mods for KSP, but I've had a heck of a time getting MAYA working with KSP. I've also noticed a lot of people on the forums with the same problems. I hope this helps!This information is for MAYA 2011, or higher, but should still apply to older versions.When using Maya to create parts for KSP, there are a few settings that will make your life much easier.First off, Ensure that you have the latest DAE_FBX plugin installed in Maya. You can get the plugin here. This will allow you to create the DAE meshesthat are needed by KSP.http://usa.autodesk.com/adsk/servlet/pc/item?id=10775855&siteID=123112Next, you need to make sure both the DAE_FBX plugin and Maya are configured to use the correct scale.This will correct any issues with oversized or undersized parts.To set Maya's unitsGo to Window->Settings/Preferences->PreferencesIn preferences Select settings on the left hand side, Change world co-ordinate system to up axis Y and Working units to Linear: MeterTo Configure the DAE_FBX plugin for importationGo to File->ImportWhen in the Import menu, select 'files of type' from the bottom and change it to DAE_FBX. This will give you acess to the file type specific options on the right handoptions menu.Expand File Type Specific options-> Advanced options-> UnitsUncheck automatic and select file units converted to: MetersTo check to make sure all of your settings are correct, File Specific Options->Statistics should show:File Axis Direction: Y-upFile Units: MetersSystem Axis Direction: Y-upSystem Units: MetersTo Configure the DAE_FBX plugin for exportationGo to File->Export AllWhen in the Export menu, select 'files of type' from the bottom and change it to DAE_FBX.Under the Options Menu on the right hand side, expand File Type Specific Options->Advanced options.Under Units, check to make sure that automatic is unchecked, and select File units converted to: Meters.Next, Under Collada make sure Single Matrix is unchecked. This should correct rotational issues with your model.Side notes and information.For some reason, it appears that maya cannot export groups to the DAE_FBX plugin. If you have groups for your models, the output will break.When creating your file, make sure to include a collision mesh. To do this, Select your object and open up the attribute editor (This is on the right hand side by default).Change the transform:name to read exactly node_collider.Please let me know if there are any additional clarifications needed / advice on this article. Happy Kerbal modding Link to comment Share on other sites More sharing options...
Damonjay Posted October 30, 2011 Share Posted October 30, 2011 is this still up to date? and would it be possible to create a tutorial on how to create the Mesh+UV+Texture for the parts Link to comment Share on other sites More sharing options...
C7Studios Posted October 30, 2011 Author Share Posted October 30, 2011 Those are incredibly complicated topics. I\'m afraid I just don\'t have the time to do a tutorial of that sort of scope, sorry. Link to comment Share on other sites More sharing options...
KerbalSolar Posted August 14, 2012 Share Posted August 14, 2012 Those are incredibly complicated topics. I\'m afraid I just don\'t have the time to do a tutorial of that sort of scope, sorry.I am a bit confused to the workflow we should follow, is it as follows?So set up maya as you mentioned with the plugin.Model the object (lets say a standard cube for now)Assign a material to the model (lambert for example)Unwrap the UV of the model for use with textures later.Create a new model that will be used for collision. This will be the node_collider and basic cube or cylinder. - does this also need to be assigned a material and unwrapped? Can we not just make the alpha 0 so it is not visible.-----3D model is now done.-----Create a texture in photoshop and save as .pngedit the cfg file so it has properties / description desired.done?I have done modelling before but never really done something for use in a game engine so just want to clarify it is the same as blender. Having never used the software before it is a real hassle trying to use it.Thank You Link to comment Share on other sites More sharing options...
roarke Posted August 26, 2012 Share Posted August 26, 2012 "Please let me know if there are any additional clarifications needed / advice on this article."We all need clarifications. Or this thread is jus a tease ? Link to comment Share on other sites More sharing options...
hollie.socks Posted September 2, 2012 Share Posted September 2, 2012 u haven't made spoilers right Link to comment Share on other sites More sharing options...
ghost010 Posted April 20, 2013 Share Posted April 20, 2013 (edited) Ugh my textures/uvmap doesnt properlyalign with the mesh Edited April 20, 2013 by ghost010 Link to comment Share on other sites More sharing options...
Leyvin Posted May 18, 2013 Share Posted May 18, 2013 Ugh my textures/uvmap doesnt properlyalign with the meshPost an image example of the difference between Maya and KSP (Unity), but from experience Maya > Game Engines usually this is a precision issue. As most game engines use far lower precision than 128-bit Floating Points (which Maya uses)It is common practise to make sure your Texture Image is 2-3 Pixels outside of the UV Map as this will handle any precision differences and close seems that might appear.Another thing to make sure is that prior to exporting you "Modify > Freeze Transformations" then "Edit > Delete by Type > History", this literally just cleans up the mesh prior to exporting so all the values are using a Root-Base instead of Offset-Base.It's a small thing but it can help with precision of UV Maps and Animation Keys often, it is actually good to get in the habit of using these quite often unless the local transformation is important to what you are working with. Link to comment Share on other sites More sharing options...
Climberfx Posted July 7, 2013 Share Posted July 7, 2013 Man, a good help to texturing, is to install the Bonustools, because there you have a better way to unfold your texture, choosing the edges where is the cuts.Good luck! Link to comment Share on other sites More sharing options...
vedrit Posted September 13, 2013 Share Posted September 13, 2013 Can you clarify how to create attachment nodes? Link to comment Share on other sites More sharing options...
VR_Dev Posted April 12, 2014 Share Posted April 12, 2014 Has anything been discovered as how to get around the group break? Link to comment Share on other sites More sharing options...
Jovzin Posted June 20, 2014 Share Posted June 20, 2014 Hello I have a few questions : 1/ Do I need to triangulate the object before exporting it ? 2/ It is really needed to trinagulate the object ? I saw some videos where guys are creating some models and they were not triangulating the object. They were not triangulating it during export too. 3/ I read that Maya has problems to export groups for DAE file. So can I use FBX file ? Again I saw one video where a guy was exporting from blender to UNITY and used FBX file. 4/ Scale things. Do I have to watch the scale of my model within Maya or it is possible to scale later with part.cfg file directly in the game ? Thank you guys for your answers.Have a nice day Link to comment Share on other sites More sharing options...
nli2work Posted June 20, 2014 Share Posted June 20, 2014 1/ Do I need to triangulate the object before exporting it ? 2/ It is really needed to trinagulate the object ? I saw some videos where guys are creating some models and they were not triangulating the object. They were not triangulating it during export too. 3/ I read that Maya has problems to export groups for DAE file. So can I use FBX file ? Again I saw one video where a guy was exporting from blender to UNITY and used FBX file. 4/ Scale things. Do I have to watch the scale of my model within Maya or it is possible to scale later with part.cfg file directly in the game ? 1. Nope. 2. everything gets triangulated in the end whether you want to or not. don't sweat it when exporting. The only time when you want to manually triangulate is to fix oblique triangles that you sometimes get from automatic triangulation that happens, they create shadow artifacts in certain lighting conditions.3. FBX is fine. make sure you exclude lights and cameras from your exports4. set your system unit to meters, size 1 for 1.25 m parts; 2 for 2.5m parts; 3 for 3.75m parts. , here's a good overview. Link to comment Share on other sites More sharing options...
Jovzin Posted June 20, 2014 Share Posted June 20, 2014 1. Nope. 2. everything gets triangulated in the end whether you want to or not. don't sweat it when exporting. The only time when you want to manually triangulate is to fix oblique triangles that you sometimes get from automatic triangulation that happens, they create shadow artifacts in certain lighting conditions.3. FBX is fine. make sure you exclude lights and cameras from your exports4. set your system unit to meters, size 1 for 1.25 m parts; 2 for 2.5m parts; 3 for 3.75m parts. , here's a good overview.Thank you very much for the reply.My model is nearly completed just UV mapping and texturing missing. I started watching some videos how to import model to unity and to game. And there guys are using different styles so I started to be confused. Well I am a self -educating in Maya so questions arise fairly often. Thank you again for the info. Have a nice day Link to comment Share on other sites More sharing options...
Caithloki Posted May 20, 2015 Share Posted May 20, 2015 With the 2016 version I do not see the import/export steps option for file type, can someone clarify the steps for the 2016 version of Maya? Also can you use the free educational version of Maya to mod for Kerbal? Link to comment Share on other sites More sharing options...
sumghai Posted May 21, 2015 Share Posted May 21, 2015 Caithloki, the information outlined in this thread is outdated - KSP now uses MU files rather than DAEs for part models, and so the required workflow is now Blender ->Unity 4.2.2 + KSP PartTools -> CFG file editing -> KSP. Most people making add-ons for KSP now use Blender instead of Maya, because Blender is free, and more people on the forums are knowledgeable about Blender than Maya.I'm closing and unsticky-ing this thread to prevent further confusion. Link to comment Share on other sites More sharing options...
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