i want to export my maya files to STL for rapid prototyping. I googled and found out that only plugins can export to STL format, i found out that a tool called multitool can it, i installed it, but how to make it work.
I tried going to File> export i saw a file format called STL_DCE, i'm not sure if this is the correct format of STL that i need.
i want to ask what can i use to export to STL so that i can send the model for rapid prototyping. And if there any requirement for the model for it to be sent to be rapid prototyped( like does it need to have any criteria )
But no file is saved. No problem saving .mb to the same directory so it's not a folder-lock issue. I have tried uninstalling/reinstalling the complete Maya 2013 package but to no effect. I need to export to .fbx in order to get the exact camera position along with my geometry to modo.
Is there anyway to export an OBJ sequence from Maya 2012? I found an old script for it but it is not compatible with 2012. I want to be able to export an animated OBJ sequence to use in Trapcode Form as a base shape for a particle system.
I just recently downloaded maya. And I made a simple model for a game I am making. I am trying to export it to a .obj file, but when I go export, the .obj file type is not listed in the drop down file type menu. I have already enabled and objexport plugin with the plugin manager, and have tried restarting maya. The object I am trying to export is just a simple cube with a sloping face.
I'm trying to export a camera from maya to after effects. My null objects are coming in correctly but my camera is not. I've baked key frames but am still not having any luck. Look at my maya file and see if I'm not following the correct steps? up_wipe_camera_v01.3.zip
I am trying to export my hair curves from maya 2013 into rhino. I select my curves and try to export the selection and try to export as an .iges file. but maya is giving my an error.
I'm not looking to RENDER wireframe, I'm looking to export a model as ONLY a wireframe out and bring it into After Effects.
Essentially, I am trying to bring an .obj into After Effects using the plugin Element 3D. While I'm aware I can simply import the model as-is into Element 3D and use the wireframe texture that Element 3D comes with, I was wondering if it's possible to just export a model out of Maya in it's wireframe state. I wasn't 100% sure if the wireframe state was just a view or not.
Maya 2012: When I export to fbx all I get in the end result is the shape. No colors, no texture, nothing else. I've been through my two books and YouTube.
i created a text with the bevel option, then export it as OBJ but every time i try to open it in photoshop it crashes, what i want is to manipulate this text in after effects.
how to lay UVs for seperate objects into tiles so that when painting in Mudbox I can color each object without the color bleeding through UVs to other objects.
I tried resizing them within the UV space but this didn't work because I also need them to have a high resolution so I can get detail in Mudbox...
I basically want my UVS to look like they do in this picture...
I have a static curve in Maya and I would like to export the coordinates of the control points in a file that can be read in Matlab. This operation must be done several times so I would like to do it using a batch file and by making a link between maya and Matlab.How can I do it?
as 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.
I need to export FBX file with point cache but everytime I try it is the same error
"The FBX plug-in cannot export the Geometry Cache for the following reason(s): No set is selected for geometry cache export, the selected set is empty, or the selection set is applied to the shape node of the object instead of its transform node"
before that , I create my cache , and my set with all the geometry but after selecting and saving it as a presset my set just disapear. i need to do it on maya ... I have done it already on MAX and works fine.
PD: I have attached two images to explain better my problem, because my english is still poor.
Sent to Mudbox working fine and i can see all uvs and so on, however sent back to maya with UVS and textures giving me hard time, whatever i do it always send it to maya with black textures. I have 3 layers on normal,spec and diffue...
How 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.
When executing Export Selection, is it possible to add a Specular and Ambient Occlusion pass onto the basic export (without a render through Maya Software or Mental Ray)? I am composting a model in Nuke and want some shading options for my model.
I'm having a problem with the transform of my model every time I import/export through maya and mudbox.
Basically every time I import a mesh from maya into mudbox then export to maya and back my mesh is shown smaller on the grid, I've done everything I can think of in Maya before exporting by centering the pivot, freezing transform, and deleting all history, but I still get the same result and my mesh just gets smaller and smaller?? I've also tried resizing it as well and get the same result.
Is there any way to export the entire trax layer with multiple clips as an MA file? I need to swap out a character rig with a new one currently I am able to do this with single clips, but if i have a bunch of clips sequenced on the time line id like to do them all at once if possible?
If I run the action on one file, it works perfect. If I try to run it as a batch, it creates the bmp files fine. But it also creates either a .ai file, or two .eps files!
Writing one or two extra files signifiantly shows the process down.
After I run the batch it is not hard to simply delete the extra .eps/ai files of course.
But writing those files seriously slows the process down, and I have about 89,000 more files to go.
When I try to export retouched files to hard drive files my Mac crashes and has to be force quitted. I thought this maybe a L'room 4 problem so I bought L'room 5 and it's still happening. What can I do?