glennxserge wrote:Given the two Maya exporters, Prall or Valve, which would be better to use? I haven't had luck with either regarding bones/weighting.
I myself am using Valves SMD exporter. I tried Prall's but I also use newer version of Maya so either the plugin doesn't work or I don't know how to use it. It does say it should work with the 8 version, I did try it but I was unsuccessful. It was for me too complicated to use.
Thanks to Valves SMD plugin my life got a lot easier. I have seen people using Prall's successfully, but unless you absolutely know what you're doing it's hard to make it work in my opinion.
However, I use Prall's SMD plugin to import .smd files. I found that Valve breaks or can't import the .smd's that exist in Nexuiz. Weird indeed, hopefully it's just me it doesn't work for.
glennxserge wrote:Does Nexuiz use a standardized bone naming convention or do I have some room there?
I don't know, I suppose someone else should answer this question. What advice I can give you is to import (if you haven't done so already) the existing skeletons (the source is available somewhere, forgot the link for now. If you want it I bet I can dig it up) and use them on your model.
glennxserge wrote:Should I use Rigid binding on my skeleton or Smooth Bind with Max influences set to 1 (essentially 100% weighting per vertex)? I have tried both with no luck.
I'd say go with Smooth Bind, RIgid Bind is too awkward and wouldn't give good result. I believe DarkPlaces should be able to handle that.
glennxserge wrote:I noticed that when I am exporting my mesh the weighting isn't getting caught. My geometry is all assigned as a child to the mesh and not the bones. So all the triangles in the geometry block of the SMD are assigned the handle of the mesh instead of their corresponding bones.
First of all, which export option are you using? Exporting model with animation?
Secondly, I don't really understand what you mean. The geometry isn't your mesh or you have multiple objects which aren't combined? As far as I know a player model is one single object/mesh which then is bound to a skeleton. And what do you mean with that last sentence?
glennxserge wrote:I tried importing some SMDs from the actual playermodel's and haven't been able to reproduce the proper skinning out of Maya, even with the exact model and mesh.
Hmm, do you know how Nexuiz does the player model animations? The .zym is working like so that you have several animations (bones only, no geometry) in separate .smd files. Then one .smd file (called mesh.smd or something) which only includes the mesh and no bones or animations, just clean geometry.
Now I too am trying to learn this process, I haven't been able to understand this process fully. How to create player models and make the animation work. I've had some weird stuff going on when I rigged the CTF flags with bones at first (never the result I actually went for) but it did show that I was on the right way.
I hope we can learn each other if you actually stick through this.

Cheers.