Maya Animation :: Faces Of Mesh Disappear When Wire Tool Is On
Apr 7, 2011
i'm trying to use the wire tool deformer to sculpt some mouth shapes on my character but when i turn the wire tool on the faces of my mesh around the mouth area dissapear,I can still see the wireframe but the faces dissapear, I tried to turn down the dropoff distance attribute but to no avail.
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Feb 12, 2013
I have been working on a head model on and off for a couple of days to practice extrusion methods, I have been working with smooth shade. When I went back to it yesterday I came across this problem - Anytime I went to extrude/bride/append/soften normals etc my model the part I was extruding would turn to wire frame and an unrelated part of the head would change to wire frame also. I am mirroring the mesh down the middle; sometimes the mirrored half is changed to wire frame also, sometimes not.
As I didn't know how to fix the issue I reverted to an earlier save I had made before the affected areas had been built up. Now I have nearly finished getting back to the same point I was at yesterday I'm coming across the same problem.
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Jul 28, 2013
This is an emergency nesecito deliver this project on Tuesday, look what happens When I use the merge is desaparesen extruded or portions of the face
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Dec 17, 2012
I am currently using Maya 2012 Student Version and am having trouble when extruding edges. When I click 'extrude' many of my polys disappear. I will attach some screen shots.
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Mar 3, 2011
I am using maya 2011. I have a simple roof, which i extracted faces from the small house (see pic1). However, when i smooth the roof, all the extracted faces went smooth individually (see pic2). How can i combine all those individual faces i extruded, to make into a single mesh or polygon, so that when i press 3, it will smooth like as in pic3 rather than individually.
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Mar 16, 2011
i have a rigged single mesh character, but now for a video games i need to separate mesh in submeshes. (For example i want to separate the right and left hands from the body). So how can we break the mesh without breaking the rig and the vertex skinning?
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Aug 23, 2013
I would like to use the same bones to skin a mesh in two different ways. I would like the first weight map to handle how the mesh reacts to the influences' transltes and rotates, and a second map that handles how the mesh reacts to the influences' scale.
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Sep 25, 2010
I think i may have a 'major' problem, when i do a detach skin, the skeleton is ok but the skin changes size and direction as well as place, i think it's because i resized after the first bind skin, now i'm trying to reset bindpose but doesn't seem to affect the skin, i need to fix this so bad and i feel like i'm between a rock and a hard place, is there a way out of this mesh?
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Nov 18, 2011
How can I smooth bind a mesh to the skeleton and have everything start out at 0. (so basically nothing gets moved by the skeleton.) So that I can add the weight wherever I want manually.
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Oct 21, 2011
Vertex Selection After Mesh Bind?
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Jan 19, 2011
i modeled a geometry now i wanna to bind it to a skeleton, But i got a little bit doubt about smoothing its mesh before or after binding?
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Feb 23, 2012
how I could go about adding visibility controls to select parts of a single skinned mesh?
I was watching Jeremy Ernst's rigging showreel [URL] and the mesh visibility controls are shown at 4:06..
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Sep 12, 2013
I have a problem after I done my own rigg from scratch. This is what happening:
The rest of the mesh follows the rotation. What is wrong?
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Apr 15, 2011
I'm working on a animation with a female model. It's a simple animation which I did with a couple of soft modification points. After that was done, I created the UV texture in Photoshop. At the point in the animation that the soft modification points deform the mesh the texture goes all crazy.
I know why that is, because the UV is projected and is not stuck on the mesh yet. I've worked the wrong way. Next time I will first add the UV texture and then animate the mesh. Now I'm having a duplicate of the model and deleted the history. The UV sticks on that mesh, but the softmodification points are also deleted. So the mesh doesn't deform anymore.
I've tried a lot of ways, but didn't find the solution yet. That's why my question is. How do you copy/reconnect the soft modification points on a identical mesh with a sticking UV texture? It's the same polycount, so I think it's possible. I've tried connecting the soft mods in the new mesh in the Hypergraph, but I didn't know which atributes I should connect. I also tried to bake a simulation, but Maya says he is calculating, but I can't see if it is working and how long it would take. I tried to export the animation and import it in a new scene with the history deleted model, but that wasn't the solution either.
I don't know if my story is all clear, but this i my goal. I want the animation on a model that has the UV texture sticking on it. What is the best way to get there?
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Aug 29, 2011
I have a character who is wearing a vest with buckles on the side. Binding with skin weights creates distortion of these buckles, so it's not a good solution. So I'm experimenting with Duncan's Parent To Surface script: . It seemed to work ok until I noticed that when my character bent forward or backward the buckle di...
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Oct 1, 2012
When i import the skinned mesh from Maya (v2013) to Unity (v3.3) in FBX format, it becomes dark - the object is lighten only in the middle (by the directional light).There is no problem like this, when i import the same mesh, but not skinned to the joints.I tried all options of skinning (Smooth Bind, Rigid Bind), all settings of export to FBX,- no change.
The meshes are imported to Unity differently: in the the skinned mesh object, the mesh component is attached to the main joint object,and in the not-skinned mesh object - to the mesh object.
The dark mesh can be lighten with several directional lights, but then it's colors are uneven and they flicker when the object animates.
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Apr 4, 2012
Like in title, when I apply blendshapes to mesh with skincluster, I cannot paint weights anymore. It sais:
"maya expected a skin cluster deformer or a deformed shape. Found *.*blends instead".
I tried both, applying skin cluster first and blends first. I know for input graph (there are no issue).
There was no such problem with Maya 2011. I use Setup machine for the rig.
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Jun 3, 2011
I am a newbie, and doing the helmet tutorial. It is asking me to go to the edit mesh menu and select the split polygon tool. It isn't there. where is it.
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May 14, 2013
How best to go about creating a "wire mesh". What i have tried is to create a solid flat (2mm thick) piece of material. I then draw a diamond shape on the surface & extrude it so as to give me a void.
Then i use the rectangular pattern option. The problem is that when i try putting in the amounts of the "holes" i need to brings up message to use optimized compute. I do that and then when i click to crate all the "holes" it comes up with a pattern failure error.
What other way can i use to create my object.
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Dec 4, 2011
I thought they were supposed to appear when the Polygon shelf is selected? I don't see them. In fact, when I select different shelves the menu items on the right half of the task bar don't change at all. Is this normal?
This is Maya 2011 on Mac OS X Lion.
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Jun 16, 2012
I've been learning about skinning and weight painting. I have a problem where I don't see any color feedback on my mesh when I paint it. My vertices move with my brush strokes but I'm basically painting blindly as I can't see the colors. In all tutorials that i've found on the subject, they just activate the tool and the mesh turns black (or colorful depending on their settings)
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Sep 12, 2011
Certain exterior walls ghost out / disappear in plan when hosting a split face. This doesn't happen on all walls, and it suddenly appears on walls that were performing fine.
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Aug 13, 2012
I am trying to rig a character, and when I place the bones with the joint toot they are very small. So I went into the tool settings and upsized the radius for all of the types of bones. But then when I go to make the bone again it is still the same small size.
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Oct 17, 2013
I have a complicated 3d mesh and i want to use some edges in another software. The software accepts lines and i want to convert mesh to simple lines. I can make 3d polyline from the mesh but i can't convert it to line.
How we can convert mesh to line or 3d face to line or 3d polyline to line?
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Aug 24, 2012
I have a problem with making joints in Maya 2013. When I use joint tools and try to make a chain, it won't connect and goes in random direction. I've attached the screenshot. I've just started using Maya.
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Apr 15, 2011
I just load a new mesh, start to pan or zooming and my mesh, dissapear!. So I unhide again, pan or zooming, and hide again.
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Jun 24, 2013
when I modeling something I Button pressed mistake and then show me the my work a wire frame !! ..
I tried to press on [WireFrame] and [smooth shade all] buttons but nothing change it's just keep a wire frame.
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Aug 2, 2012
I have created a TIN (triangulated irregular network) of an existing survey in my terrain modelling software (12d Model). I am able to export (save-as) the TIN as 3D Face Triangles for opening in AutoCAD (2012) or similar.
My ultimate goal is to create a solid surface in Inventor. The surface has to be seemless (stitched) in order for me to create a new sketch and extrude to this surface. Finally giving me a part in Inventor that represents my ground. I would then want to use the same process to bring into Inventor all other Civil Design works created in 12d Model such as roads, earthworks platforms (including dams) etc.
I've tried stitching (Inventor and Microstation) without success. Inventor keeps crashing and Microstation looses data. AutoCAD (2012) won't let me create a polyface mesh from 3D Faces. I tried doing a mesh, surface union without success. Programs either crash or data is lost.
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Mar 20, 2012
Have a bit of a puzzle that's been bouncing around a bit. Is there a way to delay a object following it's parent for a few frames? For instance, I have a hook attached to a crane that rotates around, the hook following it around. If I could have it follow the crane at a bit of a lag, allowing the cable to curve slightly, it would look a deal more real. I know I could hand animate it, but is there a way to set it up so that the hook will follow the crane after a delay of say, 10 frames or so?
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Feb 25, 2011
Im trying to wire an object's Z position to a custom attribute. I've frozen transforms, but whenever i wire the zero euler Z position to the attribute, when i control the attribute, i notice that my object is moving relative to world, and not to its position.
I want to move it along its own Z axis, not world axis.
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Jan 24, 2012
I'd like to make an animation of a thin copper wire being wound onto a pulley. Is this possible in Inventor? I'm not sure Inventor will allow the thin wire to be bent. I can imagine other ways to make the animation, but I'd much rather have the wire bend around the pulley as the pulley rotates.
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