Maya :: How To Import One FBX Into The Scene Multiple Times
Apr 22, 2013
I 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?
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.
New when it comes to any kind of environment modeling, but I'm trying to make a simple landscape with grass and trees for a project.
I've got a nice ground plane and a simple grass plane with a texture applied from Photoshop. I was wondering if there is a way to paint instances of my grass object without manually duplicating and placing each individual blade of grass?
My scene has about 10,000 objects in it, so it's tough to find that unnamed object...
It doesn't seem to matter much, but it's annoying- every time i render a frame I get: // Error: (Mayatomr.Geometry) : unnamed object is not a mesh, ignored // // Error: (Mayatomr.Geometry) : unnamed object is not a mesh, ignored // // Error: (Mayatomr.Geometry) : unnamed object is not a mesh, ignored // // Error: (Mayatomr.Geometry) : unnamed object is not a mesh, ignored //
I'm using Autodesk Map 3D 2006, it's a new install. I am trying to import an ESRI .shp file with the object data, but have only been able to successfully import it once. When I try again (even after restarting the program), I keep getting 0 objects processed and no linework imported, even with new drawings. I also got 2 error messages at one point: 1900 - about having coincident points and a can't transform object error.
I'm working on an interior visualization scene and it's taking longer than it should to save. I tried to solve this in many different ways, but I've had no luck so far.Here's the funny thing though, I created a new clean scene and merged only the Vray Physical Camera and a dome light from the complete file. Now when I save this new file with those 2 elements only, I get a scene that's over 100 Mb!
Apart from merging into a new scene I've tried the script to get rid of the note tracks, but that makes 3ds max crash. I also checked all texture paths are correct (which wasn't even necesary for the camera/light scene, but anyway...).
I'm working with a procedure to render the same scene (same camera position, same light, same lens, same output size, etc) several times due material change. The number of renderings of the same object may easily reach thousands because the scene objects may receive hundreds of different materials at the same time.
Due the scale and repetition of this render process I was wondering if there is a way to pre-render what doesn't change from render to render to try to speed up the process as much as I can. The ideal solution is to do the next Render by reusing all the calculations made previously (even if I have to save a temporary render info - not sure this is even possible inside 3ds Max).
The ideal world would be having a baked max file waiting just for the material replacements and quickly generate the rendered image as fast as possible.
I know some different material properties may affect light and shadows but I think 3ds Max already separate this Render step.
My aim is to automate this process reducing the overall rendering time without wasting resources to recalculate what haven't changed.
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 have this script that basically makes a shape expand by adding an outline, conveting the outline to an object, and then welding the whole thing together.
I have the script set to execute with hotkey ctrl+numpad+
The odd thing is, when I run it once, it seems to work fine and only one object is left, but when I hold down ctrl and press numoad+ over and over again, it seems to produce a new copy of the object everytime.
I'm not sure why this is happening, but I need to get it to stop.
Sub Expand() EventsEnabled = False 'Dim vars Dim c1 As New Color Dim OrigSelection As ShapeRange Dim OrigColor As Shape Dim width1 As Double Dim height1 As Double Dim minSize As Double Dim Thickness As Double 'copy color of current selection Set OrigColor = ActiveShape If OrigColor Is Nothing Then Exit Sub If OrigColor.Fill.Type <> cdrUniformFill Then Exit Sub c1.CopyAssign OrigColor.Fill.UniformColor 'get thickness to increase by Set OrigSelection = ActiveSelectionRange OrigSelection.GetSize width1, height1 If width1 <= height1 Then minSize = width1 If width1 > height1 Then minSize = height1 Thickness = minSize * 0.035 OrigSelection.SetOutlineProperties Color:=CreateRGBColor(0, 0, 0) OrigSelection.SetOutlineProperties Thickness, ScaleWithShape:=True 'weld Dim s1 As Shape Set s1 = OrigSelection(1).Outline.ConvertToObject Dim s2 As Shape Set s2 = s1.Weld(OrigSelection(1), True, True) 'auto reduce 's2.Curve.Nodes.All.AutoReduce 0.001 's2.Fill.ApplyUniformFill c1 'delete remnants OrigSelection.Delete s1.Delete 'OrigColor.Delete EventsEnabled = TrueEnd Sub
I am currently building a stadium. Created one chair that I want to duplicate 20'000 times, however Maya is unable to cope with this (even Duplicating Special by 200 is too big for it).What would be the recommended way for these Massive Duplicate Specials ?
I've been playing with Scene Referencing, and have a question about skinning. Is the ability to bind a mesh that is part of an Assembly Reference something that will be coming in a future release? I'd like to be able to bind both a high-poly and a low-poly mesh to one rig using scene assembly. That way I can swap armor parts, weapons, etc on one rig without cutting/pasting animation between rigs.
I've attached a picture of a sample of what I'm referring to. If that isn't workable, any other workflow that is comparable?
New user to Maya here. I recently have been working on some scenes at the office and found out afterward about Maya's Projects settings and auto creation... Needless to say, my current files are now not part of a Project.
Is there any way to take the currently open scene and export it as a new Project or Gather the files from a scene and build a new Project without having to do it manually?
Why the Plane disappear when open New Scene? I try to adjust the Near Clip under Camera, it works but what could have made this happen (I mean Plane/Grid suddenly disappear?)
Not sure if the following would be the reasons: Recently I have tried to open files related the Maya sample file (tutorial disk)but I can't open it directly from the CD. I noticed that there might be some tricks that I have to same the file as an ASCI file and the open in Wordpad, then I could successfully open that. So I try to copy the Tutorial files in the CD to my Harddrive. When I open that from Wordpad, it works!. I am not sure if that could be the causes of my proble (ie. Plane/Grid disappear), or I might have done something which I am not aware of? Also, those axis arrows seems so long and I need to adjust that (I mean the arrows extend outside the Plane/Grid).
We make a small Animation Movie and from time to time we stumble upon strange behaviours of the referencing pipeline.
There is a Kitchen that will be the scenery for the Movie Scene Set up: all models i.e the toaster, the fridge ansd so on are modeled and saved.then in the Kitchen File we have an empty scene where all the objects are referenced in. thats the "model master"scene.now we referenced the toaster_model into toaster_shaded, did all the shading and changed the references in the kitchen from toaster_model to toaster_shaded.
On some objects we noticed, that the updates made on the models for examlpe if we scale up the toaster on 2 and freeze transforms afterwards, the change is not updated in the Kitchen file. But after a few days the update works...
I'm new to Maya 2011 and simply put, I need to know the basics of animating a camera around a scene, along a path, slowing down and speeding up, how to move the point of interest, that type of thing.
In my scene i have a fully rigged character, with a walk cycle animation on him. what i would like to have is a row of characters walking around. (kind of like how you see military soldiers walk around while in group). The part that is giving me the most trouble with this is getting multiple copies of the same character into my scene.
What i have tried and failed with: Grouping my full rig and then duplicating. making instances of my character and messing around with particles. i have made multiple attempts at trying to use duplicate special.
the only thing that seems to kind of work is making a scene with just one character and importing it into my main scene and changing a bunch of stuff around. with the amount of copies i need this workflow just feels really degrading and tiresome.
I have a hard time copying/pasting graph editor curves from a scene to another, since it`s only a specific part of the timeline, is there some basic rules that are to be observed for things to work properly? Yes after a thousand tries i`m going to have to edit every darn ecking curves accordingly to those i wanted to copy.
Using PS CS6 on WIndows 7 64. All drivers updated. When I set 5 copies in the print menu, with either PSDs, TIFFs, or JPGs, PS sends the same job five times rather than telling the printer to just make 5 copies.
This happens when using either the color laser or Epson R3000. This does NOT happen when using non-CS6 products. On a 25 print run, this takes an abnormally long time.What I HAVE found is that PS is NOT passing the information to the printer. In other words, even though I set PS to multiple copies, when I click printer options the number of copies has not been passed to the driver.
Is there a way to flip face multiple times? I have lots of composite window in the external wall of my model which someone has placed the wrong way round, at the moment I’m just flipping one window at a time.
I have about 13 different 3D objects, each on their own layer, and I want them to be able to cast shadows from lights all on the same ground plane. I know the setup for an individual object but when I go to set it up for each one they keep generating their own ground plane and the end result is no where close to where I want them. It's vital for this project I'm working on and I can't find any guide for the 3D features in the extended edition that is free.
When I merge geometry into a scene that is already using the same materials, it prompts me what I want to do. I always select "Use scene materials"...however, whenever I look at the slate, it shows duplicates all over the place. To keep mat library optimized becomes a task when you are dealing with a lot of materials.
Why does MAX not listen to me when I tell it to use the scene materials that have matching names?
I have an issue where an addin loads once the first time Inventor is opened. If the addin is unloaded and reloaded via the Addins dialog and no documents are open it loads once. If the addin is reloaded while a file is open is reloads twice.
I came to the conclusion it is loading multiple times because the it seems to go through the Activation method of the addin twice. When is the Activation method called during loading an addin?
Inventor Addins FlowTools for Inventor ilxButton Panel (Buttons for iLogic Rules)
I have a SelectionAdded event handler that reacts three times when selecing a single block and once when deselecting it.
If there are two blocks in the drawing but only selected one it reacts 5 or 6 times.
And it reacts every time I pass the mouse over the selected block.
Is there any way to sidestep the events in the handler so that AutoCAD doesn't grind to a halt if I have multiple blocks in the drawing. And decide to move my mouse over all of them?