Maya Modeling :: Convert Poly To Subdivision Failed
May 24, 2012
Maya 2012 64bit, Win7..I can not convert a polygonal model to subdivision with proxy (command failed),do not see error description in the script editor. What typical problems of convertation (poly->subdiv) do you know ?
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Apr 7, 2011
so this is the most annoying thing ever. I have a subdiv. i turned it to a poly (to get rid of the bloody shell in render view, i dont even know why its showing) when i did this previously, the shell went away when it became a poly, now its not. I'm new to how subdiv's work so am i missing something?
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Oct 19, 2011
When i try to convert Poly to Subdiv I get this message in script editor:
polyToSubdiv -ap 0 -ch off -aut on -maxPolyCount 1500 -maxEdgesPerVert 32 |polySurface8|polySurfaceShape9;
// Warning: Nothing is selected. Select objects or components to delete. //
// Error: Command polyToSubdiv failed. Open Script Editor for details. //
It is strange, because I fixed all non-quad faces. I also tried all cleaning options with no success.
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Oct 2, 2012
I have run into an issue relating to the differences in the way Mudbox and Maya subdivide meshes. My workflow for creating blend shapes is as follows:
1. Create base head mesh in Maya
2. Import base head mesh into Mudbox and subdivide to level 2
3. Create a Mudbox layer on top of base head mesh to sculpt each blend shape (e.g., browsMidUp)
4. For each blend shape, export the level 0 mesh to Maya for use as a blend shape on the base head mesh
Here is where it all falls apart.
When I smooth the blend shape in Maya (either by choosing smooth preview or by selecting Mesh>Smooth), the smoothed mesh in Maya differs from that in Mudbox. In the case of browsMidUp, the blend shape created in Mudbox only modified the brows. However, in Maya when the blend shape is smoothed the mouth opens up (i.e., the lips smooth differently in Maya than Mudbox, causing the mouth to open).
This is incredibly frustrating because I did not discover this problem until after I created approximately 35 blend shapes in Mudbox!I believe I can work around my current error. However, I would like to know how others approach the creation of blend shapes.Do you use Mudbox? If so, how do prevent issues associated with smoothing differences?
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Jul 6, 2010
I'm using 3dsMax 2010.
I have created a big spline. When I tried to "Convert to poly", it doesn't work. Usually, as result, the spline appears with a filled. In my case, the spline disappears. I thought it might be because the spline is not closed, but it is correct.
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Apr 27, 2011
i have failed to convert this polygon to sub div. I have tried all cleaning options but it still wont convert. scene is attached. the error message i get is this
deleteInternalValence2Verts |body1|body1Shape;
polyToSubdiv -ap 0 -ch off -aut on -maxPolyCount 100000 -maxEdgesPerVert 40 |body1|body1Shape;
// Warning: Nothing is selected. Select objects or components to delete. //
// Error: Command polyToSubdiv failed. Open Script Editor for details. //
scene file can be found here [URL]......
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Jul 3, 2011
is there any way to convert a bunch of splines into a poly? Its going to be a city, the shape is given. I need it as a poly, now its just a bunch of splines.
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Apr 5, 2012
I'm used to being able to select and hide polygons while creating models in programs like Lightwave and Modo. It is an essential function that I can't imagine Maya lacks, yet there isn't an obvious way to do this as far as I can tell. Is there a workaround?
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Apr 17, 2012
We've had to re-image machines, so it's been a few days of trouble shooting new issues with re-install of Maya2012.
Installed SP2 for Vista yesterday in hopes some of the modeling issues would be fixed. But still having two issues.
The worst is each time I try to cut faces my faces in sections of model disappear. The face is there and it's closed. If I re-launch Maya then the display is correct.
The last but less of a nuisance at this time is a white display during view port changes. Didn't have this issue before. But all of our machines here on the team are doing the same thing.
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Dec 17, 2011
I want to Boolean text onto a PolyPipe I made. Let me include a pic for reference.
Like I said, i built the "ring" with a Polygon Pipe turned 90 degrees. Then I created 3D text. but I do not know how to "bend" the text so that I can move it over part of the ring and Boolean it through.
I'm trying to update an old drawing that has been a part of my military organization for decades that was originally drawn on some old paper.
photo.zip
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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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Jan 27, 2012
I created a very simple two poly object and then deleted my construction history and now I cannot seem to create a new polygon in the scene unless I turn off interactive creation.
If I choose create>sphere etc the little sign that says drag on grid appears but when I do nothing happens. I made a new scene and did the same thing and I don't have the same problem so Im not sure why in this particular scene.
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Dec 20, 2011
Im having issues using the mirror function in the "move tool".I select mirror geometry with these options : -x, merge with original, and merge vertices.
This copies my model and allows me to adjust both sides of the model by selecting a single vertex on either side.
"Is there a way I can set Maya to also mirror my cut poly and smoother operations?" As it stands now, Only the vertex's that existed when i mirror geometry are visable on both halves.
Also my center vertices are not attached to each other. So when i try to apply smoothing to the entire model it smooths right through the center of the head, basically creating two halves. Both halves are registering as the same poly.
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Aug 3, 2012
I have a mesh that is made up of all quads and is a pretty dense object. I need to reduce the number of faces so can make it easier to work with and edit.
Whenever i use the reduce tool it takes my mesh that is all quads and distorts it to create a mesh that looks like the second picture above. How can i reduce my face or poly count without distorting my mesh so badly and keep only quads.
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Dec 14, 2011
I don't know what is going on but it is getting on my nerves. I created an OBJ file for my Glock model that I'm working on and re-imported it into 3ds Max to remove any five sided polygons. 3ds Max fixes them automatically this way. This fixed model won't export as an editable mesh, it gets stuck on "preparing polymesh for poly export" and I have to ctrl/alt/del to shut the program down. After some research, a few boards say to change the mesh to a poly. Tried that and I have random black polygons appear and I don't know what to do to fix it. I've attached both the file and an image to this post. The glock on the left is my original model and the one on the right is the OBJ I imported to have four sided polys throughout.
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Jun 1, 2012
after I combine a simple poly cube the smooth function does not work?I use merge edge and merge vertices but still cannot get a smooth object..I have tried saving and reopening but still cannot smooth.
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Sep 18, 2011
When i am taking uv snapshot, an error is seeing.
Error: Failed to open output file: E:WORKSMayaMaya WorksSwordimagesoutUV.jpg
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Mar 18, 2012
My model is ready for the rigging. But my model is a little heavy in poly-count. I can rig it now but at the time of animation i know it will be a problem while animating it. It will lag while moving its controls. I have seen people animating with low mesh and while rendering they use high mesh. Do, i have to create a low poly version of my model?. If yes, Then i have to paint weight twice. low poly one and the high poly one.
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Aug 2, 2013
In earlier version thats work just fine, but in 2013 i cant convert selections,...
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Jul 13, 2012
I often create animations for technology companies, and they give me models that were created in programs like alias, rhino, AutoCAD, or solid works. They export for me in IGES, or STEP, and the models, while amazingly intricate, are too much for Maya on my 24GB RAM 12-core machine to take. They take upwards of 20 minutes just to open.
I want to convert these to ploys and generally make them easier to work with. What are my options for making these manageable, and still look good when they render. The flat edges and services are fairly easy to convert, it's the rounded bevels that don't look so good if I convert everything to Polys all at once. And there are usually hundreds of curved surfaces to convert, so doing them one at a time is far too cumbersome to be effective.
Also, how would I go about taking surfaces for objects in joining them together to create a complete object made of Polys? For example, a small part may be made of 35 difference parametric surfaces in solid works, and exports as that in IGES, so when I imported into Maya, it really should be just one object made of Polys.
need to convert parametric cad objects to poly to make them manageable and to make renders faster.
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Oct 20, 2011
I 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.
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Apr 14, 2011
I'd like a more intuitive way to set up UV maps in Maya. It seems to me that there should be a process similar to using low polygon models as wrap deformers. Basically I figure that the low polygon would act as a projection wrap allowing for less UVs to adjust but enabling a very good flow of the texture map around any polygon, subdivision, and NURBS model of any complexity. Is there such a thing? If not, is there a way I can convert a wrap deformer to be a UV projection object?
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Oct 7, 2011
How can i make this chair part nurbs or poly modeling?
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May 20, 2011
can make a design with as few polygons.
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Sep 12, 2011
I'm trying to model glasses. I have completed the frame and the handle. They are different parts of the 3D object. [URL] ...
Now I would like to connect them together. I tried to choose some vertixes and use cap poly tool to cap them. But it doesn't work: [URL] ....
Then I tried to move those vertixes close to each other and use the weld tool but it doesn't work either.
I have had many problems connecting different objects together with cap poly and weld vertixes tools in the past and now I would like to know is this a bug or what I'm doing wrong?
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Jul 21, 2012
I'm new to 3DS Max and am coming from C4D. How do I separate a poly from an object into its own object?
I have a box which I want to convert all 6 sides/polys to their own object.
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Oct 17, 2013
I cant solve this problem with edge selection tool, my task is to create an oil barrel and when I select the barrel with edge selection tool then press setting button next to connect there is that triangle pattern in between two lines that I don't want, how do I get rid of it?
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Jan 29, 2013
I've been working on a tyre for a while. Now i need to model the side wall with some text on it. Because the tyre has to be printed in 3d i need this text as polygons in the model (not in a texture). So what is the best way to get a 3d text on my poly? It's very important to get an valid editable poly (from each vertice start 4 edges / an edge don't has 1 face on on side and 2 on the other ...).
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Jun 19, 2011
Is there a way to conform an object (with a thickness) to an editable poly surface, like you can with patch deform to a patch surface ? I know you can use the compound object 'conform', but that does not give the result I'm looking for.
I was hoping that is was possible to simply convert an editable poly surface to a patch surface, but then I just get "illegal surface" when I pick the deform surface.
Patch deform is great, but almost worthless if I can't use it for editable poly objects...
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Dec 16, 2013
I was modeling a unicorn in ZBrush (because it's so comfortable and intuitive with modeling) for a film in a project of my studies and imported it to 3ds Max then, because I know how to rig and animate there (and in ZBrush I didn't even find out how to MOVE an object).
After a while I finally killed all the triangles in my mesh, but it's just... horrible. So many polys where they aren't needed, so unclean. It looks like this:
[URL]..........
And I'd rather want it to be clean like that:
[URL].......
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Jul 17, 2011
I made a staircase rail made out of splines etc...
Converted the object to edit poly and duplicated + attached all the piece.
So I have this one object that is really long and this is the rail of the whole staircase.
Now I created a spline and once I select the object and add a Path Deform, the object isn't rotating correctly along the spline. At the beginning of the spline its @ 90 degrees and further down it starts to spin.
How do I make it so it's always 90 degrees to the ground?
Pic included
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