Maya Modeling :: How To Combine Two Meshes With Different Colors
Jul 23, 2011
why is it that anytime i try to combine to meshes (which were originally one mesh to start with) with different colors on them i loose the colors on both after the combine operations is invoked? It's pretty much a door with one color on one side and another on the other side. I extracted the face then painted it a white color after painted the other side a dark color. When i position them back to combine the colors disappear and goes back to that default grayish color.
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Oct 15, 2012
I have two large meshes, an existing site and the new grade. I have tried just attaching them, but there are a lot of gaps where they meet. And in some places the existing shows through the new where they have removed grade. How can I combine these into one seamless mesh?
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Sep 15, 2010
I'm new to Maya and am trying to bridge two meshes in the first modeling exercise (to make a helmet). The instructions said to select Select > Select Border Edge Tool and then to select the 5 border Edges on the original polygon and then the 5 on the newly created bottom part and then I am to select Edit Mesh > Bridge and to set the division to 0 and then to check Bridge. I did all of these steps but then this "// Error: Invalid selection : polyBridgeEdge requires equal number of border edges to be selected for source and target selection." appears. I've tried choosing different numbers on each side to see if that is some how the error.
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Jan 12, 2012
Do maya have a way to reference meshes (like in softimage/max)? Its basically like instancing a mesh. However tho changing the "parent" object will change the "child", the child wont change the parent.
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Oct 30, 2013
Is it better to texture multiple meshes of a same object as opposed to unwapping and texturing just one mesh and then duplicating the object over and over?
Fox example, I'm working in Maya and I'm modeling a grocery store. And let's say I'm about to texture an isle with bagged snack chips. Do I unwrap every UV from every bag of chips and texture them individually or is it better to unwrap and texture just one bag (mesh) of chips and then duplicate object multuple times to get the whole isle of chips.
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Mar 3, 2011
I am using maya 2011. I have a simple roof, which i extracted faces from the small house (see pic1). However, when i smooth the roof, all the extracted faces went smooth individually (see pic2). How can i combine all those individual faces i extruded, to make into a single mesh or polygon, so that when i press 3, it will smooth like as in pic3 rather than individually.
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Sep 7, 2012
I have problem when i duplicate polygon another side of model. The object is not smooth, it look like different model. I try to "combine" and "mesh" vertex from middle of object. but it still same. The polygon will smooth if i use "smooth tool". But i need low polygon for transfer map from high polygon to low polygon. but it not work, because low polygon look like different model.
I need smooth low polygon, but not to much smooth. I need only when i duplicate polygon, it not look like different model is okay.
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Feb 20, 2012
importing Adobe Illustrator files into Maya. Well, now I've solved the problem and was able to export my "South Park" like character (made with CorelDRAW). The problem is that, though the model had colors in CorelDRAW, the model as it appears in Maya, has no colors. It's just curves. How to add colors to the model, while mantaining exactly the same colors it had.
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Jun 10, 2013
This is part of a project to 3D print models of cities using data extracted from public sources. I have extracted the model data for cities, but cannot get models that will print correctly. From the attached file, you will see that I created a simple standard primitive rectangular base, but there are also sorts of holes in the meshes of the cities. Do you 3DS wizards know any way to :
1) combine the solid rectangular primitive so that it will be solid through the meshes that it intersects; and/or
2) fill the sometimes hollow 3d building models so that I can print them (regardless of the interiors).
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Apr 18, 2013
i did a 3d max building, and its all in different layers..ie.wall, floor, windows, doors etc. it is quite detailed. so there are currently 119 meshes! how do i make it so the whole building is just one solid building, without all those meshes?
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Dec 15, 2011
I'm trying to create a "wipeoutish" track using splines. In fact, the track itself is generated by a tool and I want to use it in 3dsMax to create the environment.
So i'm importing the spline into 3dsMax, create a template spline and use "Loft" or "Sweep" to extrude the model along the track. But whereas everything works if my track is perfectly planar, I get some crazy stuffs if there's even the slightest change in the Z axis.
I've tried disabling Contour (then the track is horizontal but there are problems at each turns) and Banking but I can't seem to be able to get a perfectly horizontal track using this way.
Is there a way to force the normal of the generated Track to be vertical ? (get the green track over the spline used by the blue track ...)
3dsMax 2011 (x64)
Windows 7 x64
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Aug 4, 2012
Have the "ignore version" flag on, but I get this weird message:
The mesh 'standard_exterior_wall1Shape' has no '.fc' attribute. //
for ever mesh I've deleted history on.
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Dec 12, 2011
I've been having a hard time googling this question as it's hard to put in bite-size words. I'm looking for an easy way to take the alpha levels of each pixel on one layer, and then combine that with the color levels of each pixel on another layer. Let me give you an example. I want to take the alpha levels of image 1, replace the colors with the colors of image 2, and be left with image 3 (Only no background, because the alpha level should be zero!)
[URL]
I achieved the effect you see in image 3 by using the "difference" blending, and then inverting the image. Problem is, I've still got the gradient as a background which doesn't really work because that icon needs to sit on anything.
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Jun 13, 2013
I want to be able to apply vector textures [for t-shirts for example] by knocking the texture shape out of the original shape. Now, say I have a logo with several layers, or a bunch of shapes together, and I want to apply ONE texture across the entire thing (as a knockout). What is the best way to go about this.
And as my question asks, how can I combine two objects into one shape without making them one color? Using the pathfinder of course. Aka, while still maintaining individual colors.
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Oct 14, 2011
I have a problem when I am modeling my character or rather the character from the animation academy. I have created an NURBS sphere and I want to adjust it to the arm, so I go to the component mode add some isosparms and then it happens!!! I can´t move any vertexes... but in the object mode I can move the hole object.
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Aug 16, 2012
we are 3 students planing a short animated Film for university, the character will be modeled in the next week and we are planning the rigs right now. We thought one guy is doing the Facial Rigging and another Guy the Body Rigging. Is it possible to combine the weight maps etc to get a perfectly working solution?
System:
AMD x6 3.2Ghz
16gb Ram
Nvida GTX 460SE
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Aug 7, 2012
I made a Robotic arm whose function was to pick a dropper from a beaker and pour the droplets in another beaker from the dropper and then place the dropper back into the first beaker.
I used combine to attach the dropper with the robotic arm; everything worked well but when i placed the dropper back into the first beaker and rotated the arm back to its original position all the groupped objects got scattered ...
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Apr 19, 2013
I have a bunch of curves that is going to drive nhair. However I'd like to use the "soft modification tool" to do further adjustments to the curves. But I'd want to pin the root of the curves so it doesn't fly off the head when I use soft modification. Is there any way I can lock or pin the root CV of the curve? (its a cubic nurbs curve)
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Jan 8, 2014
I wish to create a testing surface for simulation from a DSM height data (under a college assignment). I downloaded a height data from [URL]........ in a .dwg file format and want to import in on maya and create a surface out of it.
I am using maya 2013 on windows OS.
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Aug 21, 2012
[URL]........
This is my model. Simple.
Now the only thing I want to do is to cut out this:
[URL]........
I used the Extrude tool just for visualization. The problem is, working with booleans apparently doesn't work for such objects, it works for freshly created clean polygons, but not for this one, when I try to use "Boolean difference" both objects disappear.
Extruding doesn't work because the faces are still there and I cannot delete them for whatever reason:
[URL].........
My cursor is pointing on the little face, but both are being highlighted. Making a hole through the the "Make a hole" function doesn't work because it only deletes faces as it seems.
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Jul 16, 2013
i have been having problems with maya where i can't select individual faces vertices or anythign other than the entire model
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Nov 27, 2011
My model loses lambert on only certain faces every so often. Might be related to clicking on camera or trying to extrude certain edges. I want to delete the camera but this happens to the model every time i touch the camera. I can't reapply the lambert by pressing 6 or assigning new material. if you know what's happening.
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Feb 20, 2011
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]....
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Apr 11, 2013
Here is what I've tried so far in creating the pupil of the eyeball:
1. Right click - select isoparm - attempt to select.
2. Right click - select Surface Point - attempt to select.
3. Left clicking
4. Holding shift (and other keys) - attempt to select
5. Right clicking
6. Middle clicking
7. Marqueeing
When I right click - select surface point, I get something that looks like a selection, but it also has an isoparm dotted line.... when I attempt to DETACH I get an error.
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Nov 20, 2012
I am attempting to import 3d models from a software called Daz studio into Maya. The models enter motionbuilder and 3ds Max with no problem. When I import them into Maya they come in as wireframe. I have been unable to take the wireframe off of the model. The file format I am using is FBX. wHEN I RENDER an image of the model i am able to see it in it's realistic form-but when i attempt to see it in the viewport it is wireframe.
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Jul 24, 2011
Say 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.
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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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Dec 22, 2011
I'm new to Maya, and also new to 3d modeling/animation programs. how can i learn Maya 2011? there are not very good learning paths to find on the internet.
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Sep 29, 2013
Im a maya user since 3 or 4 months. Distance between tool for rigging which i cant find in maya 2013.
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Dec 13, 2012
How to craete feathers in maya 2012? Or any good plugin for it for win. 7 x32 bit Maya 2012 ?
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Nov 30, 2011
I'm having trouble with shading objects I imported from SolidWorks using SimLab's plug-in. My problem is two-fold:
First, the polygons appear to have bizarre twists and bends in them, but there are no corresponding edges to create these deformations. Also, Maya thinks all the faces are planar. I tried cleaning up the objects and it yielded no results. These weird twists appear in both the work space and when rendered. I have tried deleting overlapping edges, but it didn't work.
Second, when I try to apply a bump map to my objects, they don't work. I tried using a noise and a fractal bump map and neither appear on the rendered image. However, the Brownian bump map works. I have tried creating other objects in the scene and the noise and fractal bump maps work just fine on those, just not on my imported geometry. I figured out a brute-force method to make the bump maps work - I delete a polygon and use the append tool to create a new polygon - but I have over 110,000 polygons on this thing.
I'm working on an 8-core MacPro running Windows 7 64bit with 32 GB RAM and two GeForce 9500GT video cards.
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