Maya Modeling :: Scale Object To Match Another Objects Dimension
May 9, 2011
I have a subdivided plane that I wish to scale horizontally to match another objects dimensions. In cinema 4d I can check an objects width and then just put that number into the other object width input.
I have imported a model from C4D using the FBX importer, and everything was fine, except that it was way to big. I scaled it down to a more "manageable" size. So the scale reads 0.01 (All axis).
My question is, is there any way I can make Scale reflect the actual object size? Maya know these numbers, because they are present when using the universal manipulator tool. I would like it if the scene scale could reflect the real size of the object. So if i create a new object, the size relates to the size of the existing objects in the scene?
Can i put the real scale on the object, and then just "downscale the scene", so that the objects don`t appear giant? Like scene scale or something?
So a friend created a model using zbrush and exported several different *.OBJ files. I imported those to maya and added shaders. They all fit correctly together when imported.
some of those obj files required me to do a mesh->combine. so now it appears that not every item has the same reference point so that when I move or scale the entire item, some of the objects move seperately. I think it is only the ones I had to combine.
I tried freeze transformations, but when doing that, some of the objects lost their scale settings and still didnt move together as one unit.
how can I scale an object along two axes? For example along x and z axes, because if I use the scale tool I can only scale along one axis or x, y and z axes at the same time.
When I try and scale anything, I hit the hotkey R and the 3 manipulators appear. No matter what I click on, X,Y,Z,or center, when I move my mouse I get an "automatic" jump increasing the size. I can't seem to get it to do anything but these staged jumps in size. I cannot scale anything down, unless I use the universal manipulator tool. So, for example, if I want to scale a size 2 sphere to a size .8, I would have to use the universal manipulator and Shift-click on one of the matrix corners and that will allow a uniform scaling. I realize that I can always enter the scaling amount in the Channel or Attribute box field, but it may be that I'm trying to visually scale something and entering numbers isn't exactly the best way.
To get from the first to the second picture I used the scale tool on the selected points and scaled manually with the mouse. This however is inexact as I'm eying it. How do you exaclty scale the z and y values?
i was creating a simple character(blobs withen blobs). It was going pretty good until i camme across an issue that i can't seem to fix. I first had his neck as a nurb but i realized to do what i wanted i would need to deleted a couple faces so simple create a polygon the same size and shape. So i draged the nurb over clicked create polygon and i made it. The issues was that i can not seem to get them the same size i went to the channel box and typed in the same numbers for size. It was similiar but, was off the entire object was too big. I tried extruding it to match the same rough height and i got that nurb was on a scale that was about 1.626 times larger this. I forgot to mention that i am running maya 2014 student edition.
Scale Stroke and Effects Option Odd Behaviours. If multiple objects selected and they're scaled in only one dimension, Illustrator assumes this to be a scale in 2 dimensions.
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'm trying to close a gap between 2 objects to prepair it for 3d printing (a halo ODST recon helmet for halloween). i had found a bunch of papercraft models but those won't print properly as they are on my replicator so i'm trying to make the pieces thicker so they have real substance. i've attached what i've got so far.
as you can see, there is a gap between the inside and outside of the object that needs to be closed.
i've tried "fill hole" but that fills the entire space which is unacceptable. bridging is no better.
i've never taken classes for maya and don't have much money for books. What is the procedure to properly close that gap,
I have one object and need to create a 10mm smaller copy of it and keep the propotions. Is there any way to do it or I need to draw smaller object manually?
Here is my example. Green object is original. Red one is manually re-drawed but thats not what I want.
I'm trying to import a part from solidworks. I've tried opening the .SLDPRT file, converting to IGES (203 and 214), and STEP. All give the same result.
See below pictures - the Maya import has "dingleberries" where there should be a flat surface (i.e. some of the tubes extend when they shouldn't). I know imports are rarely perfect, and that's OK as long as I know how to clean things up. How can I trim off the extra surfaces that appeared after the import? I'd just use an extruded cut in SolidWorks, but I'm in a strange land with Maya.
I have a problem with selecting multiple objects!!! Everywhere it says that you have to hold shift and select the objects you wish but when I do this it selects all the objects in between! How can I change this?
I have a Guitarfretboard that is build of 3 groups.(as in the pic)
What i want to do is create kind of a "stairway to heaven". So i would need to deform the whole group and make twirls and ups and downs, like a railcoaster.
The best way that i found to do that is to set a lattice on the group. But then when I deform the lattice points the single groups wont hold together anymore and start to seperate and mess up.
I'm having this issue where when I select an object in the outline and want to move it say, to another group or reorder the objects, it changes my mouse to circle with a line through it and won't me do anything.
I need merge many objects in one for export to fbx. If I delete any of polySurface objects, mesh lowpolyHouse crushes. If I stay it, than it all export to fbx file, problem is that I need mesh object only.
I am having both objects disappear after a Boolean Union (I am going to try creating just two random objects - a cube and a sphere - and seeing if the operation works with them).
One thing that I have thought is that the resolution of the mesh might be srewing up the operation (The sizes of the polygons in the two objects is pretty different).
So that might be a factor (when I am in Mudbox, I could try not subdividing the smaller objects as much as the larger one, so that the polygons are the same size).
How I can check if an object is within a polygon face on the y axis?
On another note, would it be possible to get a world coordinates of the U or V vectors of a vertex? I had been trying to calculate it from two vertices that has around the same V values, but in some cases they don’t exist.
So, when in object mode, I can manually input numbers to translate, rotate, and scale an object - either in the channel box, or in the attribute editor.
But what about subobjects (components) like verts, faces, and edges?
Sure I can move em around with the manipulator, but where can I manually enter in precise numbers?
When I have many objects in a scene and each has a UV-unwrap, the scale (using the checker) looks to be a different ratio from object to object. Is there a way to make the UV editor unwrap to scale, so that the checkers end up being all the same size across the scene?
i'm having a lot of troubles with a free rig i downloaded at creativecrash [URL]. I'll keep it short as i have quite a lot of things to explain: I animated my shot, and everything was ok. Now i have to shade/light/render my shot using vray, trying to create brand new vray materials; I started from my robot-character. Here comes the problems: - I can't select the polygon geometry(i asked the rigger, and he said the geometry were imported as references at rigging time). There are no geometry layers in reference or template, then there must be somthing else causing me the problem. I can access to the object via hypershade, i can click on the shape node and i can see the geometry selected, but then, when i try to access faces, i can't select them!in no way. This means i can't create selections for materials, and so i can't shade as i liked. I tried to selecte faces using the select by materials feature in the hypershade (as the character has some pre created basic materials)but again, i'm not free to assign materials where i want, and i just can use the pre-existing face selections and work on those, but it's not enough for me. [URL]
This is probably just me not being up to speed yet, but once I combine a set of polygons, is there an easy way to still change the attributes of the original individual objects?
Prior to combining them, each object appears in the Outliner individually and I can select it there and change its attributes...color, etc. But I need to lock them together to keep their relative positions, and combining them does that perfectly. But afterward, the individual list in the Outliner doesn't seem to work anymore...the 'polysurface1' that was created has all the attributes crammed together, and having to scroll through all the tabs is a pain in the neck. Isn't there some way to combine objects and still readily change the colors or other attributes of the separate parts? Or, as I originally wondered about, is there an easier way to hold them in position without combining them?
I have just imported an FBX file fron sketchup, the manipulator handles for move, scale and rotate are really far away from the model, how can I move the handles so that it is in the centre of the model?
My Windows 7 system is using the latest graphics drivers for Intel 965 Express Chipset.
** When i select an object Maya tends to ignore the foreground object you'd intuitively think it should select and instead selects the bottom-most / farthest back object (eg. instead of selecting the foreground sphere it selects the flat plane the sphere sits on top of).
I've updated my graphics driver to the latest available and yet still the nuisance occurs. I am able to select any desired object however i must rotate the view so that the object has no other items behind it (eg. the viewport is tilted towards the empty sky).
Is this some useless setting in Maya that happened to activate? I've already used Preferences to reset to defaults but no good.
I have a large object from which 3 small legs protrude out as in the 1st picture. The faces of each of these legs are at a slight angle in world coordinates.
I have a small cylinder which I want to snap to a face seen in picture 1. My problem is that I simply don't know how to snap the cylinder's side to the face. As you can see in picture 2, a part of the cylinder is in the object, the other part is outside of the object.
I know I could use the rotate tool, but I want perfect face alignment. 1) Is it possible? 2) How