Quote: Would you be interested in exploring amnesia's support for animations? Sometimes exports viewed in game appears choppy, as if skipping a few frames. Would you have any clue to why?
Well, problem is I've never even taken a look at the HPL engine (I'll make sure to do that once I have a bit more time though), I only know my way around Maya and UDK (a bit) :/.
So I can only take some wild guesses here... skipping frames could maybe be a problem with animation compression either while exporting or in the engine itself. Are there any settings for that in the engines editor you use to view the animation or maybe while ex- or importing the file?
You could also try baking the animation prior to exporting. This will put a keyframe on every frame, so the exporter/ engine won't have to interpret your animation curves and tangents anymore.
It could maybe even be that the engine uses a different number of frames per second than what you were using in maya. Standard in maya is 24 fps, but UDK for example uses 30 fps so it's best to change that in maya before exporting or your animation might look different in the engine. (Maya can change the fps while keeping the speed of your animation constant, it will then just move the keyframes accordingly.)
Quote: When he moves after importing into the HPL engine, his vertices explode all over the place. After tackling it a few different times, I think it has something to do with the program it was modelled in. I'm not sure, though.
What if you import your exported file into Maya again instead of HPL? Does it show up correctly then?
You could also try maya's cleanup-function. (mesh>cleanup) It will tell you for example whether the mesh has non-manifold geometry (that's for example an edge with more than two faces attached to it) or other problems. Stuff like that can cause problems in an engine and sometimes the mesh errors are almost invisible to the bare eye.
Also have you already tried the crazy stuff like duplicating the model and deleting the original or going into sub-object mode, duplicating all faces and detaching them as a new mesh? =D Weird tricks like that really help sometimes if there's a problem with the mesh!
If you're using a newer version of Maya (not sure since which version this was included), you could also check the "normalize weights" options of your skinning (can be found in the attribute editor of the mesh under the "skin cluster" tab). It should be set to "interactive" , if it's set to "post", you can run into all kinds of problems. (Had a lot of trouble with this pesky option myself before I figured that out
) This is because "post" allows a vertex to have a combined skin weight of more than 1. I guess this could confuse an engine if for some reason it gets exported like that. (It shouldn't but you never know)
Hm...another reason could be that you have too many joint influences per vertex for the engine to handle. Maybe try a quick 'n dirty smooth skinning with only 1 or 2 influences allowed and see if the bug is still there?
Well, that's all I can think of now. Maybe I'll get some more ideas later