Mudbox :: Import Blend Shapes From Maya?

Sep 21, 2011

does Mudbox support FBX with a Maya blendShape node? I have a face with hundreds of blend shapes on an active node in Maya, will Mudbox support this as FBX import? If so, are there some settings I need to be aware of?

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Maya Modeling :: Mudbox Blend Shape Subdivision Woes

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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Maya :: Blend Shapes In Unity?

Jun 2, 2013

I need to Import Maya blend shapes into Unity without using the bake animation is the blend shapes are needed to be useable in Unity. I have not been successful so fare. The method can be either by FBX with the rig or any other method!

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Maya Animation :: Multiple Blend Shapes?

Apr 8, 2011

so i know if you want two blend shapes to happen at the same time they have to be in the same node.but what if i want 2 separate nodes? say: one for body shape, one for face shape a blink, and an inflated belly, that i want to happen at the same time? I don't want it to be all in one node, but 1 cancels out the other depending on the order.

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Maya Animation :: Adding Blend Shapes To Existing Rig

Jul 16, 2011

I have a rigged object and I would like to add a blend shape to this rig. Now my blend shape is not for morph animation rather it is for manipulating the original geometry. Put it this way, I modified the original object and I would like to put this new shape in place without changing my rig, or transferring weights or bones. I presume that best would be to put this before the rig deformer so that the bone deformer works on top of it? I am not sure how I should handle or approach this.

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Maya Animation :: How To Prevent Blend Shapes From Overwriting Each Other

Sep 15, 2011

I have a rigged human character with many corrective blend shapes, which sometimes overwrite each other. For example, the corrective blend shape on the finger, when activated, "un-does" the corrective blend shape on the elbow, when both the finger and the elbow are bent.

I have tried the input editor, and can change which blend shapes overwrite what other blend shapes, but they still overwrite each other.

My next step is to try and paint the areas which the blend shape affects (stop the finger blend shape from being applied to the elbow). However, when accessing the "Paint Blend Shape Weights" tool, most of the target blends do not appear in the list. Two target blends do appear, but the two which appear are seemingly random and have nothing that sets them apart from the other blend shapes which do not appear.

When creating new blend shapes from the same base mesh, the new blend shapes also do not not appear in the target blend list.

When attempting to duplicate the problem (with several cubes), the issue is not present.

How to prevent the blend shapes from overwriting each other, or how to fix the issue with the targets not appearing in the paint blend shape weights list? Attached is a screen grab of some of my blend shapes visible in the blend shape editor on the right, and them not being present in the paint blend shapes weights list on the left.

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Maya Animation :: How To Change Range Of Blend Shapes

Nov 6, 2013

How can I change the range at which blend shapes are created? In other words, blend shapes are created with ranges from 0.0 to 1.0. How could I change it to, for example, -0.4 to 4 without using a custom attribute? 

I'm aware I can type -0.4 or 4 in a blend shape target. However, that will mutiply the effect which is not desirable.

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Maya Animation :: Are Corrective Blend Shapes Broken In 2010

Jan 3, 2011

I've recently upgraded from Maya 7 (32-bit Windows XP) to Maya 2010 (64-bit Windows XP). In Maya 7, I used corrective blend shapes to fine tune skin deformations by the bones of a character's skeleton. I used Parallel blending, and it all worked very nicely.

I've been trying to do exactly the same thing in Maya 2010, and it works fine with the character in its default 'T' position. If I then try to pose the character, the corrections become progressively worse the more extreme the pose.

I'm using the same technique as I did in Maya 7, so I'm wondering if something has broken.

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Maya Animation :: Blend Shapes To Mesh With Skin Cluster

Apr 4, 2012

Like in title, when I apply blendshapes to mesh with skincluster, I cannot paint weights anymore. It sais:

"maya expected a skin cluster deformer or a deformed shape. Found *.*blends instead".

I tried both, applying skin cluster first and blends first. I know for input graph (there are no issue).

There was no such problem with Maya 2011. I use Setup machine for the rig.

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Maya Animation :: Facial Joints Versus Blend Shapes?

Sep 17, 2011

I want to rig a face for animating. (not for a game). and I can't figure out which is better and why: having all joints, and those joints driving parts of the face.. or just making blend shapes for all expressions like smile, angry, sad etc....

I know blend shapes won't work for games, but I'm planning to do mmo's anyways so I'll never need a complicated joint setup for faces... but as far as film, what works better?

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Mudbox :: How To Import Curves From Maya

Oct 26, 2012

i'm desperately trying to export some curves from maya and import them in mudbox, but i can't get it working. i tried exporting .iges files from maya, because they are supposed to support curves, but mudbox won't import this kind of file. .fbx files don't work, because they do no support curves. How i could achieve importing curves to mudbox?

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Mudbox :: Transform Model Every-time When Import / Export Through Maya

Dec 8, 2010

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.

I'm using maya 6.5 and mudbox 2011.

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Maya :: Can't Send To Mudbox

Apr 29, 2013

it is windows8 64 bits.i can't send anything to mudbox.The button is available,but when open mudbox ,there is nothing.

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Mudbox :: Importing Model / Mesh From Maya

Apr 6, 2013

I’m using mud box 2013 and maya 2013, I’m trying to send a model/mesh through from maya to mud box by clicking the mesh and then file > send to mud box > send as new scene. This seems to work fine I get a little connected to mud box dialogue box in the bottom right corner and mud box begins to open, when it finally opens the scene inside of mud box is empty. Its as if its imported nothing.

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Mudbox :: Best Way To Start Modeling A Character In Maya

Jun 8, 2011

What is the best way to start modeling a character (with image reference), in Maya or in Mudbox ?

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Maya Modeling :: Tiling UVs For Export To Mudbox?

Mar 31, 2012

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...

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Mudbox :: Maya Diffuse Flatten Turns Red?

Nov 12, 2012

When i update in mudbox to maya the diffuse texture automatically flattens from the first image to the second. I cannot find a solution to stop it turning red.

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Maya :: Loading Displacement Map Created In Mudbox 2012?

Apr 22, 2011

I extract a displacement map from Mudbox 2012 that has just a simple sphere. Then in Maya 2012, I create a file node and try to load the displacement map. Maya crash.....

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Maya :: Export From Mudbox Turns All Texture Black

Apr 4, 2013

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...

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Maya :: Objects In Mudbox Will Not Transfer To Solid Object

Feb 26, 2014

I am having an issue transferring an object I have sculpted in Mudbox, and trying to import it correctly to Maya. In Mudbox, both of my objects show up just fine (don't worry about the UV issue on the face). When I choose to 'send objects to Maya,' the objects display in a new scene, but the hair doesn't show up at all. In the Outliner, Maya displays an empty transform node titled 'hair,' but I can't get it to show up as a solid mesh within the scene.

Am I going to have to remodel the hair in mudbox again and just pray that the model will import to Maya without issues?

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Maya :: 2013 - Make Base Mesh For A Creature And Get It Into Mudbox?

Sep 27, 2013

What is the best method to make a base mesh in maya for a creature and get it into mudbox?

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Maya Animation :: Changing Blend Shape Name?

Apr 8, 2011

I went through all this hard work of making a blend shape. and I forgot to name it properly.

can I rename it in the input channel?

I know I can just set it to 1, dupe, and add it again. but it would be nice to just quickly give it a name....

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Maya Animation :: How To Create Blend Shape Deformer

Jul 10, 2011

So I was in the midst of making blend-shapes for an animated wizards staff, but one leaf wouldn't deform like the rest.

I know I selected the vertices properly when altering it, but every time I try to create a blend shape deformer I get the error "Error:// no deformable object selected.

Why it would be non-deformable?

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Mudbox :: How To Open New File Or Import OBJ Or FBX

Jan 8, 2012

I have the student version of Mudbox 2012 - 64-bit installed on a Windows 7 platform. Long story short, Mudbox crashes whenever I try to open a new file, or even import an OBJ or FBX.

The screen blacks out and when it turns back on, I get a notification saying "Display Driver AMD successfully recovered from an error".. and the Mudbox window remains black. What's more, when this happens, Maya crashes too!

Some more system specs: (more in attachment)
Windows 7 - 64-bit
8GB DDR3 RAM
AMD ATi Radeon HD5870 with CrossFireX (tried disabling Crossfire, but problem persists)

Does it might be an issue with my graphics card driver? I don't want to upgrade the driver unless it's ABSOLUTELY necessary. I'd be glad to even toss out 2012 and get back to 2011 if that's stable..

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Maya Animation :: Changing Limits Of A Blend Shape Target?

Sep 20, 2010

I have a scene with an object with multiple blend shape targets. I'm not using custom attributes to control these targets (since doing that makes the Blend Shape Editor nonfunctional). I'm just directly changing the value in the channel box's 'Input' section, under 'blendShape1'. By typing in the number directly, I can get it to work with any number I want, but if I try the Maya Cntrl-drag method to interactively change the number, I'm stuck between values of 0 and 1. Is there any way to change the min and max of these attributes? Its strange that I can type in whatever I want and it will work, but cntrl-dragging does not work that way.

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Maya Animation :: How To Link The Blend Shape States For 2 Objects

Jan 6, 2013

I'm rigging a character for use in Maya 2011, which I'm not all too familiar with - How would I link the blend shape states for 2 objects, so when I increase the value of one blend shape for one object, it increases the value for another blend shape for another object?

I have a blend shape for the mouth open position & I need the teeth & tongue open blends to match as the value increases.

In 3DS Max I'd use the reaction manager - is there something similar for Maya?

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Mudbox :: Import An Image For Both Multiple Uv Tiles?

Sep 12, 2012

If I have a pair of uv tiles in u1v1 and u2v1, How can I import an image for both multiple uv tiles?

Now when I select "import layer", the image only show in the position of u1v1, but not show on both area.

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Mudbox :: Import Channel From PSD Imports Layers In Reverse

Oct 15, 2012

I am trying to texture a model with a combination of Photoshop and Mudbox. However I started with putting base colours on the model in Photoshop with layer structure. When I try to import the PSD through the Import Channel from PSD function in Mudbox, however, the PSD imports with reversed layer order.

I have about 50 layers in the PSD file, and it's very annoying to have to go and manually re-order them just to be able to work in Mudbox.

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Maya Modeling :: Creating Custom Shapes?

Sep 25, 2012

how to create custom shapes, polygons in Maya 2013. Attached you will see a image of something I want to duplicate.

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Maya Modeling :: How To Resize Auxiliary Shapes Like Lights

Jan 1, 2012

I have a problem with object like cameras and lights, which don't have any real shape. When I create one, I can see only point but in every tutorial there are auxiliary shapes, which demonstrate for example direction of light or how the light is shining. How can I turn on this shapes?

I just discovered, that the shapes are not hidden, but they are really small. I don't know, how to resize it.

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Maya Animation :: Why Shapes Bunched Up At Beginning / End Of Snapshot Render

Nov 30, 2011

I created a flat polygon shape (object) and attached it to a motion path (curve). I then created a Animation Snapshot. So, my question is, why are the shapes bunched up at the beginning and end of the Animation Snapshot render ... instead of being all equally spaced?

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