Hi,
Thank you for your reply. I've been unsuccessful at getting animation assets into EE from Maya so far, hence my searching for an alternate way to get existing assets over.
It's a tad frustrating, for certain. I've seen that others have had similar experiences and have in the past used several different tools to get an animation asset into the engine
Example:
Post 15, Cmtanko
I have seen that dragonfly3 has recently announced success with Maya 2012 and its built in Collada exporter. I will give that a try.
I have no training in animation/rigging, so everything that I am doing is pretty much fumbling in the dark. Certainly, there are things I've done wrong with my rig - but I have no idea what.
I am a pretty darn good modeller/texturer however, and I am willing to trade a model or three of work for some handholding through the process of maya to esenthel!
I have spent the day getting to know the Character Animation Toolkit that comes with Max 2012. It looks promising, but does set ups created with this toolkit export into EE?
Thanks for your time,
Michael
UPDATE:
I have taken the trial version of Maya 2012 for a ride, testing to see if bones and animation export. I used the basic crab model, made a very simple bone for the arm, and then a simple animation.
There are a few oddities for me to figure out (probably joint orientation), but overall it worked. Animation imported correct direction and joints are where they are supposed to be
Further update:
Thank you Dragonfly3 for your update that maya 2012 works. The FBX_DAE export does indeed work, and work well for the basics. This was the big hurdle for me to get across and I'm over it. I am VERY appreciative.
Once I understand all of the ins and outs of this process, I will create maya tutorials for future users of the Esenthel Engine - they will come, as I won't stop talking about it!