Maya :: Exporting Just The Skin Of A Model?

Aug 5, 2012

I have a human figure, created in Maya, which has been rigged with both bones and muscles.

After it has been posed, is it possible to export the skin of this model without it losing definition from the lack of the maya bones/muscles?

I know that it can be exported to Mudbox, but is this the only place it can be exported?

I am trying to find a way to reproduce a model created in Maya (or Mudbox for that matter) as a physical object (via 3D printing).

Yet no one seems to have much experience with this, and tools like "Inventor" don't seem to like working with things that are not solids (i.e. not polygon meshes, sub-divs, or NURBs).

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Maya :: Exporting OBJ Model From 2011?

Apr 26, 2011

I'm not a Maya user, but our employee that is, is out of the office. I have models I need to export as OBJ models but I'm having issues.

I've enabled the plugin for the objExport.mil by checking Loaded and Auto Load.

I go to Export All and locate where to export the file.

It exports a 1kb file with nothing in it.

Why won't it export the OBJ?

Intel Quad Core Xeon 2.8 ghz 64 bit
8gigs of Ram

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3ds Max :: Can Create A Rig Then Animate Then Skin It To The Model

Mar 8, 2013

is it possible to create a rig, then animate, then skin it to the model?

The reason why I ask is, what if a team is working on a project. One person is working on the model and the other can work on the animation, do you think they are able to meet in the middle, instead of waiting for the model to be completed?

Rig: Intel Core Quad CPU Q6600 @ 2.40GHZ
8gb RAM
64bit OS
GeForce 660i GTX
3DS Max 2013

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Maya Animation :: How To Join The Skeleton With Skin

May 15, 2013

I tried to join the skeleton with skin but I can not. I selected the entire group by outliner.

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Maya Animation :: How To Bind Skin For A Character

May 5, 2011

I am currently trying to bind the skin for a character using a rig created from a Digital Tutors Tutorial. The rig I've build seems to be working fine however when I created the smooth skin bind the thighs collapse when the leg is raised. I've tried fixing it using the interactive skin weight tool but it doesn't seem to make any difference. i have included pictures of a quick render as well as the weight influence of the knee and hip joints.

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Maya Animation :: Skin Not Following Control Rig Anymore

Mar 11, 2013

couple of days ago i finished rigging, positionned my character in a nice pose for a render then closed maya. Foward a couple of days, now when i move my rig the character is not following it, he stays in the same pose as he was like if he was frozen.

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Photoshop :: Model's Skin Appear Pale And Almost Translucent

Jun 15, 2008

how the photographer makes the model's skin appear pale and almost translucent. I have seen this technique used a lot, particularly in fashion photography lately.

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Maya Animation :: Saving And Mirroring Skin Weights Without UV?

Aug 1, 2011

We're having issues saving and importing skin weights, and mirroring these weights on our character meshes because our characters have some geometry that has been combined into their mesh (like eyebrows, fake spikey hair, eyelashes, etc)

Maya seems to take the UV's for all the combined meshes and stack layer them into the 0-1 space in the UV editor. When we save skin weights for the main mesh, the weighting maps are all messed up and useless for importing because they are based on UV's that are supposed to be clean and dedicated only to the main mesh.

how to save weights and mirror weights for meshes like ours?

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Maya Modeling :: How To Bind Skeleton Of Character To Skin

Jun 29, 2013

I'm just trying to learn the very basics of making a simple character. When I paint on any polygon shape, the same paint stroke is painted on all the polygon shapes of my character. What i've noticed though is if I separate the polygon meshes I can paint on them separately, but then that makes it impossible for me to bind the skeleton of the character to the skin.

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Maya :: Paint Skin Weights Tool Scale Value?

Jun 16, 2011

I'm still using Maya 2009 because I really hated what they did to 2010 and 2011. Features that I use often were removed. Multilister being one of them. Now I feel like I'm falling behind too much so thinking of upgrading to 2012 but I ran into a few issues while trying out the trial version.

Paint skin weights tool in 2009, I had the ability to set scale value above 1. Flood smooth couple times and flood scale 1.1 couple times and skinning was pretty much done. It was very quick way to dial in skinning and very effective. Now in 2012, I can't set scale value above 1.000. Has this been moved somewhere else or has it just been taken out? Why is Autodesk keep taking out useful features?

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Maya Animation :: Use Same Interactive Skin Capsules For Multiple Characters?

Mar 28, 2013

I'm trying to use the same interactive skin capsules for multiple characters. Because the characters have different geometry I can't simply copy the weights. Is there some way to copy the capsules used for interactive skinning to a new model?

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Maya :: Accessing Code To Edit Its Skin Weights Tool?

May 17, 2012

i'm looking for the ui and code to edit the way maya will sort influences in the paint skin weights tool. currently the sorting methods are kinds insufficient. Ideally i would like to be able to sort by locked , and have the ability to make painting sets so i can work on specific areas at a time.

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Maya Animation :: Blend Shapes To Mesh With Skin Cluster

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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3ds Max Animation :: Skin Morph Vertices Aren't Staying On Model

Apr 20, 2011

I have an issue with the skin morph modifier. I have morphed the bend in the knee and fixed the crease behind the knee on the left leg. When I tried to mirror it over to the right leg, it goes crazy. I found out that the morph preview verts on the left leg are not staying on the model as the should be when I bend the knee. The model is perfectly symmetrical so the offset doesn't need to be changed and the mirror threshold doesn't seem to be doing anything to work.

skinMorph1: Both leg straight
skinMorph2: left leg bent with verts off of the model
skinMorph3: right leg bent with mirrored verts from left leg

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Maya Animation :: Interactive Skin Binding - Whole Rigging And Skinning Process

Sep 18, 2013

I'm pretty new to the whole rigging and skinning process, so in order to skin my model I've used the Interactive Skin Bind Tool (Skin>Bind Skin>Interactive Skin Bind Tool) which so far hasn't caused any problems. But when I started to modify the weighting on the geometry it appeared that the weights are reversed meaning that when using the Interactive Skin Bind Tool (Skin>Edit Smooth Skin>Interactive Skin Bind) on the left leg, I actually modify the weights on the right leg and vice versa (see image below).

(Btw, I'm using Maya2013 Students Version).

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Maya Animation :: Paint Skin Weights Doesn't Show Color Feedback

Jul 21, 2011

I have problem with Paint Skin Weights Tool. Maya doesnt show colour feedback so when painting weights I am not able to see almost anything.

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Maya Animation :: Skin Conversion To Muscle System Without Converting Every Single Joint To Polygon Bone Object

Nov 10, 2011

Any way to do the skin conversion to muscle system WITHOUT converting every single joint to a polygon bone object. I'd prefer to manually create the muscle bone objects from only the joints I plan to use for the muscle system, and then do the skin conversion using only those joints already converted. Basically, I only need a few muscles in this system and therefore only need a few polygon bone objects, but as far I can tell, there is only one way to do the skin conversion and it automatically converts every joint that the skin is attached to.

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Maya Animation :: Paint Skin Weights Tool - Not Displaying Weights

Feb 12, 2012

For some reason when I use my Paint Skin weights tool, the mesh does not go into a grey scale type shader. Instead, the textured model is still displayed instead of the black and doesn't display weight values in the greyscale I'm used to.

Did I mess up settings somewhere? I know I'm in Paint Skin Weights tool because I can see the bones when it goes into Xray. I can open other scene files and can view the weights just fine.

Note: I have tried the following fixes: copied the mesh into a new scene, made sure it wasn't a subdiv shape.

I am using Maya 2010

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Maya :: Exporting FBX With TGA Instead Of TIF Texture

Mar 1, 2014

Whenever I embed media into my model, it embeds the texture as a TIF. The texture is originally a bmp, so I don't know why it changes it to TIF.

Is there any way I can change this TIF to TGA or something else when I export?

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Maya :: Exporting File In STL?

Dec 11, 2012

I made a object which I want to print in 3D but am facing problems with exporting it to STL. I have tried several gids but without succes, the programme seems not to export it. Every time I save it its saved with 0 bytes contend.

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Maya :: Animated UV's Not Exporting To FBX?

Mar 1, 2012

I have a single texture with a animted UV. those curves aren't exporting with the fbx.

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3ds Max Animation :: Exporting Animation And Skin Data

May 6, 2011

A: Can I export skinning information from one mesh to another. I have two identical versions of the character except I forgot to weld some verts on the model before skinning. Can I weld the verts and then export > import the skinning data? If so how?

B: I have someone working on some animation for me in CAT, I have since made some minor changes to the CAT rig (increased width of chest bones, that is all). I also changed all the skinning. Is it possible to export the animation data and load it onto an almost identical CAT rig? If so how?

I have max 2011 an 2012.

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AutoCad :: Exporting To Model

Jan 29, 2012

im having a problem exporting to model! is there a size limit on the completed file? i cant do the particular file that i want at the moment but i can do any other so far! ive attchedf a txt file of the error, ewasErased

export to model.txt

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3ds Max :: Exporting Already Triangulated Model To FLT

Apr 5, 2011

3dsmax 2011 64-bit on windows 7 pro

Exporting already triangulated model to .FLT and noticed that exporter re-triangulate mesh somehow. how to disable that?

Is there any additional settings for the flight studio exporter, where I can disable automatic mesh triangulation?

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Maya :: Exporting From 2011 To Cinema 4-D?

May 4, 2011

I am working on a project where I did some object keyframe animation, some lattice animation and a cloth simulation. I really need to take that animation into C4D so I can add some other elements. My problem is no matter what exporter I use when I open it in C4D I get no animation. I have tried baking before I export and using the exporter to bake. I have tried .DAE and .FBX. and My cloth sim is Cached.

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Maya :: 2010 64 Bit Always Crashes When Exporting?

May 14, 2013

maya 2010 64bit (win7 64bit) always crashes (with an fatal error) when i´m exporting an fbx-file from selecton. i´m using the with the program delivered fbx-exporter.

what can i do to use the adviced fbx-export - function?

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Maya :: Exporting To OBJ Format For Printing

Feb 28, 2014

I'm new to Maya and the 3D design environment. I'm going thru the online tutorials and built the sample Greek temple. I have a MakerBot replicator 2. I did convert the Nurbs to polygons for the column bases and the temple roof. I exported the individual pieces to obj format to print. My question involves the export of the roof/torus group. The "roof" is not smooth but slightly faceted (I'm not using the correct jargon here I'm sure). It's kind of tortoise shell like in smoothness. What do I adjust during export so the rood object comes over smoother?
 
I'd attach the roof file but the site doesnt allow for some reason.

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Revit :: Exporting Part Of A Model

Apr 3, 2012

I have a multiple storey building that has been created in Revit 2012. The client would like a separate Revit model that only contains the information on one floor (Level 4), so that he can give this separate model to his tenant, to be used to do a renovation.

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Revit :: Exporting Model To Acrobat 3D

Jun 22, 2006

Has anyone had any luck exporting a Revit 3D model directly to Acrobat 3D? I can't seem to get it to work.I can export to AutoCAD and then to Acrobat 3D, but I lose all embedded Revit information.

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AutoCAD Inventor :: Exporting Part Model To STL

Aug 13, 2013

I have a very simple Inventor 2013 CAD model that I tried to export to an STL and the scale of the STL is not 1:1.   I have tried changing all of the units and setting 100 different ways and I still cannot get it to export to a 1:1 scale for 3D printing.   What is the deal with this I cannot believe it is this difficult.

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3ds Max :: Exporting Large Model To DAE Format Using Vray?

Nov 5, 2011

I have a large model that I'm trying to export to .dae to use in Torque3D. The problem is when I export it, I loose all of the textures. I read that in order to export the model properly I have to change the map# of the textures to be within a certain range?

I tried just exporting a single object from the model but when I export I receive warnings/errors saying that It was not able to apply the texture map# 20 because it is not supported outside of 3ds max..

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