Maya :: Convert NParticles To Mesh And Export As Geometry
Sep 28, 2011I created nParticles, than converted to mesh...how can I export this mesh as a Geometry sequance???
View 4 RepliesI created nParticles, than converted to mesh...how can I export this mesh as a Geometry sequance???
View 4 Repliesi 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?
View 1 Replies View RelatedI have some particles that i've used the Instancer (Replacement) on to turn into a mesh that I have modeled and place throughout the scene. Now I want to convert the instanced particles to regular geometry.
View 1 Replies View RelatedI 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.
I'm physiotherapist and researcher interested in human body posture analysis. Goal of my researches are to make 3d digital model of human posture. Right now I'm using Microsoft kinect to build a human body model, but it's difficult to do automatic analysis on that mesh. In our team we create an algorithm which analysis posture, right now we base on points located on the body, for that is necessary to manually locate that point's which is inaccurate and time consuming. Our idea is to use divide human body into segments and then fit in those segments some geometry figures ( cylinders , bal, ), next step is to calculate center of masses of those figures, so we simplify the posture to 20-40 points , and calculation of those points can be made automatic.
View 1 Replies View RelatedSay I have a car engine that I created. to make it easier on myself I made it out of a bunch of separate pieces. then at the end I combined them into one. somewhere down the line I'll want to animate the pieces separately, but until then I dont want all that inner geometry rendering because it takes up unnecessary render time. is there a function in maya where I can delete all invisible mesh geometry? so then any faces inside the outermost shell will be deleted.
View 1 Replies View RelatedA collegue of mine will save a file in Maya 2012 (a character model) yet, when I open the file, I only see the cameras and image planes. The HUD shows zero faces, verts, etc. When he opens the same file again, all the geometry appears.
View 5 Replies View RelatedA simple editable mesh object, a piece of terrain, which has standard texture on it an no modifiers, just some UV's on channel 1.
Whenever I add "edit poly" modifier or convert it to editable poly, additional geometry will be created. Statistics show that only vertex count of the selected object goes up about 6x but no additional faces are generated. This not the case when check on a sub-object level, there are lot of additional faces created. I've never seen this happen, jumping between edit poly and edit mesh has been easy without any errors like this.
I've tried the same model with 2013 as well - same results. Also tried collapsing the object, removing uv-mapping, different materials, attaching the mesh to empty box, etc, garbage collection, exporting it to obj and importing - even then same thing happens.
I has finished my model and mirror it to different axis and save my project, than closing my maya to go to sleep,Today, i'd like to re-modeling some shape in my dinosaurus eyes.So i would like to delete all the faces in the left side (axis -x ) and re-mirroring again after finishing the reshaping in dinosaurus eyes.
When i delete all the face (axis -x)The shading geometry in the Interior of dinosaurus mouth suddenly Dissapears. (and leaving only the Wireframe !)Whereas in the other parts , the shading was work perfectly.I Tried to Redo, but it still happens.
I'm working on a project that needs to make a renderable shape off a curve, the curve points are based on a random set of data - so basically I'm making a fever chart. I need the curve to go exactly along with the points, so I used bezier curve. The curve looks like pic-01
Since curve doesn't show up in render, so i'm trying to make a tube shape.
1) a polygon plane, then go edit mesh - extrude. like pic-02. The extrude division is the same amount of points
2) a nurbs circle, then go surface - extrude. like pic-03 and pic-04.
As you all can see, none of these two look good. I can understand that this is because the turns are too dramatic, but I wonder if there is a way to get around the limit and generate a graph like pic-05 in 3d.
So, in max there is a way to turn this off. So that when you select an object the edges are not visible. That way, when you select and object and have a look at it, you do not have to be distracted by the wire frame.
Is there a way to do this is Maya? I'd lke the geo to appear as flat shading without the wireframe visible even when I select it.The reason is, I want to select it, and work on the UV mapping. I'd like to make some changes to the map, and see how they look on the model without having to deselect the mesh each time I make a change and what to see it without the wireframe.
Everything is working great in Maya 2014 except the following two issues.
PROBLEM #1: Create geometry (eg., polygon cube) in Maya 2014 and save scene file. Start Maya 2013 and open the file created in Maya 2014. The file won't open and prints "// File read in 0 seconds. Warning: line 0: swatches file depend node not found, icon discarded: defaultRenderLayer //
Is it not possible to open a scene file created in Maya 2014 with earlier versions of Maya?
PROBLEM #2: Cannot create wireframe rendering of geometry with surface Shader + mib_ambient_occlusion as in earlier versions of Maya.
How can I make a curve's end points constrain to objects in order to create a "theta" angle line that changes dynamically when the angle between the two objects changes?
I thought they answer may have lay in creating the curve using Maya's new Bezier Curve tool, then using the Rivet plug-in from CreativeCrash to pin it to the middle of two poly cylinders (the "x" and "y" axis.) Unfortunately this doesn't work; the Script editor spits back "is not a vertex!". Either I'm not using Rivet correctly or the end points of a Bezier Curve in Maya are not the same as a CV Curve. But perhaps I'm going about this the wrong way entirely.. I ultimately would wish to extrude geometry about this curve to create a dynamically changing curved cylinder to visualize the angle. It seems like it should be a relatively simple thing to do...
I have used Quad Draw to create geometry on the surface of an object, this geometry and its pivot can be seen in picture 1.I then try to mirror this geometry to the other side of the object's surface using the settings shown in picture 2
I get a mirror, but not based on the pivot, but it seems the mirrored geometry wants to be attached to the original drawn polys as shown on picture 3. Could it be a bug or is this how Quad Drawn objects are intended to behave?
when i rotate any part mesh is deformating, for example when i rotated with arms, mesh on legs was deformating..
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I'm using Maya 2010. why this is happening, and how to fix it? I have a piece of polygonal geometry. I have confirmed all the culprit vertices are on the zero X axis.
But when I mirror it (-X), it collapses the 5 vertices at zero to a single vertex at the center, as shown in the "after" image:
I’m using mud box 2013 and maya 2013, I’m trying to send a model/mesh through from maya to mud box by clicking the mesh and then file > send to mud box > send as new scene. This seems to work fine I get a little connected to mud box dialogue box in the bottom right corner and mud box begins to open, when it finally opens the scene inside of mud box is empty. Its as if its imported nothing.
View 1 Replies View Relatedi 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?
View 2 Replies View RelatedI 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.
View 1 Replies View Relatedfrom what I understand, mesh cleanup fixes problems with bad geometry. but is there a function by which I can delete all edgeloops in a mesh that don't contribute to the shape? so Maya turns the mesh into as low rez as possible while retaining the shape....
View 2 Replies View RelatedI bought a 3d mesh model of a chair I want to make out of wood. To do this I want to use Maya to create 2D slices of the mesh model that I can use as templates for my woodwork.
The model looks great in Maya, but how to create these slices or 2D views and print them.
Is there any way for editing more then one meshes at a time? For example: I want to extrude, bevel, connect components of my two cubes at the same time.
View 2 Replies View RelatedThe scene i am working on is relatively light , and i am still running into this , everytime i go to select a mesh nothing happens for what seems to be ages (4-6 seconds) and then the mesh becomes selected. then if i go to select another mesh , the same. This is really slowing down my artist flow and making the work become a chore.
View 7 Replies View RelatedIs there a way to export only the geometry to .FBX or some other format, and then read it back into Max to make sure that only the geometry survives? Or is there a way to do it in maxscript?
I have used maxscript to set all geometry textures to null, but my project is still a mess.
I have keyframed some ojects. I then set up a camera projection texture at keyframe 179
Is it possible to create a Texture Reference Object from keyframe 179 so this texture will stick to the geometry throughout the sequence?
I have traced out this piece of geometry using CV curve and then used loft to convert the Curves into actual geometry. I need to have one solid piece of geometry to project an image onto, how can I convert this to one solid piece? I have attached my .mb file.horro_chair.mb.zip
View 3 Replies View RelatedI 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?
View 1 Replies View RelatedI connected two pieces using merge vertex tool. And now i have difference in mesh (material). Line in center of model. How to remove it?
View 2 Replies View RelatedWe recently upgraded from 2008 to 2012. Sometimes, on saving a scene file, some of the meshes within a group node "disappear". They basically behave like they're on a hidden layer -- even though they're not. You can see the transform and shape nodes in the Outliner, but in the viewport they're gone.
I can fix this by un-parenting the missing meshes, at which point they reappear -- and then when I reparent them as children of the original group node they're fine. But when I save the file and reopen it, the meshes are (sometimes) invisible again.
You might think the group node itself is hidden or attached to a non-visible Display layer, but it isn't. And there are other meshes within the group node that show up fine.
How I can permanently avoid it? I'm working on fairly complex environment scenes, and having to selectively unparent/reparent meshes each time I open my files is a real hassle.
I've just extruded a face. I realize I need make a slight adjustment. I don't want to undo the extrudtion nor do I want do an Edit Mesh to create a new extrusion.Is there an easy way to readjust an extrudtion?
View 1 Replies View RelatedHow 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.
View 3 Replies View Related