Maya :: How To Import Collada Files
Sep 20, 2011how to import .dae collada files ?
View 1 Replieshow to import .dae collada files ?
View 1 RepliesI am trying to import collada files/animations into Maya which require the colladamaya plugin. This plugin appears to be very old, as the Feeling Software site it used to be hosted on has now changed to another company.
When I try to install it on Maya 2011, a message appears saying OpenCollada didn't detect versions of Maya 2009. However, I have seen it is possible to get the plugin working on Maya 2011.
I am now stuck with only source files, but it is unclear as how to use these source files to get the plugin to work? There is no installer anywhere and the instructions are very vague.
I was able to import .stp files in Maya 2010, but I just get an error message now in 2012. I must be doing something wrong but can't seem to figure out what the problem is. I looked for a plugin with no luck.
View 3 Replies View RelatedCan Inventor import files from the Maya and/or Zbrush modeling package?...
View 1 Replies View RelatedHas anyone been able to successfully import a collada Model containing textures into Photoshop CS4? I've been trying to open collada models from google's 3D warehouse, and when I open them, I don't see anything. It's clear that Photoshop creates a 3D layer, but you don't see anything by default.
When I play around with the imported layer, it's clear that some of the 3D information is there. If I set the render mode to box, wireframe, or any of the settings that don't deal with textures, I can actually see something a rudimentary version of the model.
I actually tested importing a collada model in CS3 Extended at work, and it imported fine, showing the textures and everything. When using CS4, I get the problem described above.
I've actually seen this issue both on Mac and PC versions of CS4.
The last time I imported an object that had the .stp format everything worked fine. But now I get an error message. I tried Maya 2011 with out success. It did work on another machine with Maya 2010.
View 4 Replies View RelatedI am getting some crazy normals when I try to import an FBX file. The meshes I'm trying to bring in end up looking disjointed. I can go through and manually delete each polygon and then fill in the hole, and it looks fine, but I certainly don't want to have to do that for thousands of polygons in each model. I've had this happen with every FBX I've tried to import. How I can make these look smooth again? I've attached a picture to show what I mean.
I've tried re-creating the UVs with planar and automatic mapping, but it didn't work.
I am an archaeologist working with survey equipment and Map3D for a few years but now I have the following problem.
When I import the shapefiles created in my leica/topcon equipment into Map3D (mapimport) there is the possibility to select which attributes are going to be imported with an import profile file (.ipf).
How do I create the above and save it so that I do not have to go through the same process again?
I am looking for the same function in Maya that I use alot in 3DS. In 3DS, you can "Merge" (import) models from another scene (file) into your current one. It allows you to pick a single model from the imported scene to be imported into the current scene.
I know Maya has the import function but it seems to import all the objects. I just want to import a particular model.
Is this possible in maya?
3DS Max 6 to 2009, Maya 2010
NVIDIA Quadro 1700, Quad Core 2.67GHz, 4Gb RAM
[URL]....
I have created a test bezier curve in Adobe Photoshop, saved it as a .ai file for import into Maya, and imported the curve successfully. However when I try to revolve it to create a sculpture, it revolves around a pivot point which is in the middle of the scene. Is this error because of the .ai file format? I don't have Illustrator as such, just using a .ai export from PSD so I can use PSD which I know better - to get the curve in the first place. Is there a way to look at the curve in an editor of some sort and precicesly locate the pivor point, reset it etc? The file is also not yet in a default project, as I'm just testing first. I am a rank beginner, having used Maya for 4 months, 8 years ago, and now need to learn the program for work.
Additional notes: I did get the revolve to work by manually moving the pivot point but it wasn't very precise, and I'd like to know how to do this ahead of time as I have to make quite a lot of these...
Everytime I import a model it doesn't work.
View 1 Replies View RelatedSuitable software to import maya models to an AR project??
View 3 Replies View Related// Error: Unable to load the image file, 'imagetemplate.1001.dpx', for imagePlane1...Is there anyway to make this work?
View 2 Replies View Relatedi'm desperately trying to export some curves from maya and import them in mudbox, but i can't get it working. i tried exporting .iges files from maya, because they are supposed to support curves, but mudbox won't import this kind of file. .fbx files don't work, because they do no support curves. How i could achieve importing curves to mudbox?
View 3 Replies View RelatedI would be able to export an FBX file from Revit directly into Maya (I work for an architecture firm and we exclusively use Maya), especially since none of us have 3ds Max... I am aware of materials and RPC conflicts and have tried every way I know how to to simply export basic architectural models so that they open in Maya (I'm fine with adding shaders in Maya)... So I've tried everything I know to modify the file but no matter what I do I seem to have this gray shade that blacks out the model if I try to zoom out (in Maya). I even downloaded a trial of 3ds to try it through there with no luck. Same problem... I can tell the model is there and complete but like I said, blackout whenever I rotate and zoom.
View 1 Replies View Relateddoes Mudbox support FBX with a Maya blendShape node? I have a face with hundreds of blend shapes on an active node in Maya, will Mudbox support this as FBX import? If so, are there some settings I need to be aware of?
View 3 Replies View Relatedi would like to know how can we import multiple .fbx animations in sequence, in the same .ma or .mb (ex: idle.fbx + walk.fbx + run.fbx...)
View 1 Replies View RelatedI thought, can i just model in 3D max, with all that details on it, for high poly. And then transfer that high poly model in Maya, and do low poly, uv, texturing, lighting, rendering, composting and Animation too? I am interest in cinematic for game, like trailer for games, which is done from Blur and Blizzard, and BioWare too?
View 1 Replies View Relatedas a casual user of maya, i regularly import .iges files from other 3D modelling programs. in past versions (specifically maya 2011), the .iges import/export bundle was located under the plug-in manager; however, i cannot locate this in maya 2012.
View 2 Replies View RelatedI want to put multiple people in the scene. So I'm trying to import people.fbx into the scene. It succeed at the first time. I grouped the meshes and skeleton and name it in name people1. But I can't import the same people.fbx again. Is there any way to import one .fbx into the scene for multiple times?
View 1 Replies View RelatedI probably changed a setting in Maya 2010 and did not know the bigger implications. How to reset maya's viewport settings back to a normal state?? If I have to re-do any of my two plug-ins, that is ok. Last time I messed with maya it was version 5.
I have many, many models done in 3DS, Max and Blender that I am trying to convert over to Maya (my day job's 3D IDE).
I can view any maya (mb, ma) files with no problem. But today, I am having issues viewing results of simple 3DS imports in any viewport of maya.
The attatchments are of the same file (.3DS) being imported to blender3D and of Maya.
how can i import anything into my scene without adding those suffex into each geometry or node existed in the imported scene..sometime i have to import scene which has alot of nodes any geometry into another one, but i'll fall in many troubles like renaming anyman more which is inconvenent at all.
View 3 Replies View RelatedHow to successfully import/export deformer weights ?
Like, a simple head made out of clusters on Left side. Would like to create/mirror these clusters to the other side. NONE of the default tools worked for me. Mirror deformer weights didn't and neither did the import/export deformer weights.
i want to open the data from Maya 2014 in Maya 2013.
I didn't find any options under save as; or export.
Ever since I started to take 2d personalised icons and create them in 3d, Ive only ever known of one method to do it:
1- create a work path in Photoshop or Illustrator
2- save it as a 'path to illustrator'
3- import this in to Maya
4- select the work path then go to surfaces> plane options box. In there, I would usually go for the poly option, with quads and create a count of the maximum faces (1000)
5- hit create and I would get what Maya's best results were and simply, tidy up and remodel the surface accordingly.
Then, a friend of mine said, why dont you use Cinema 4D to do that. He showed me the work flow, and its SO much easier. Not only does the work path import into Cinema 4D, with a perfect outline of the icon BUT you can also create a poly perfectly. With no tidying necessary.
Why cant Maya do that? Or can it, and Ive just not found the best method?
Ive attached an image. The icon to the furthest left is a FBX import(created in Cinema 4D)of a final version of the 3d icon. And the centre work path is an .ai file, created in photoshop and to the right of it, is the poly model with a plane surface on it.
I need to import .csv data with surface parameters obtained from a microscope in Maya. I also want 3D polygon mesh to be created from that data.
View 5 Replies View RelatedWhenever I try and click on the "Render Settings" button, it gives me this error at the bottom right of my screen. It appears in red, so I am guessing it is a critical error or something along those lines.
But once I click the "Render Settings" button once more, the window pops up (with the addition of the error) but with absolutely no options or tabs to choose from or click on. With the exception of the render layer option and the render type (Maya Software and so on). This leads me to believe that this error (being: Error: ImportError: No module named stereo), is preventing Maya from functioning properly and preventing me from modifying all of the appropriate render options.
I'm not sure what I am doing wrong but when I go to import a .wav file it's greyed out.
View 1 Replies View Relatedthe maya 2014 Version I am running is not able to export and import IGES formats.
OBJ and FBX is working though.
how to fix this?
I was wondering if there is a way in maya 2013 to import like 20 takes at the same time, work on those 20 takes in one maya file and export them simultaneously just like motion builder and his "export all takes, save one take per file, use take name".
I'm asking this because i am thinking of switching to maya, but this motion builder native feature is just essential to me.
I've just install DC. Seems to work fine, plugin is loaded and i can import .step files with no problem. Also can tessalate as i wish.
My problem is no uvs are kept from original file previously made in solidworks.
When my nurb is selected and i go to uv texture editor is completely blank.
Why my uvs are not kept?