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 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.
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?
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...
If I don't set up UVs in my model and instead use PTex painting in Mudbox, can I then export the model to OBJ with UVW maps? I would like to import the model to Octane render which imports OBJ files and their UVW mapping.
I have Mudbox 2009 and am contemplating downloading the 2012 demo to see if Ptex painting makes things easier for me, but it won't work if I can't then bring the painted model into Octane or into my license of Max 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?
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...
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.
I thought, can i just model in 3D max, with all that details on it, for high poly. And then transfer that high poly model in Maya, and do low poly, uv, texturing, lighting, rendering, composting and Animation too? I am interest in cinematic for game, like trailer for games, which is done from Blur and Blizzard, and BioWare too?
I probably changed a setting in Maya 2010 and did not know the bigger implications. How to reset maya's viewport settings back to a normal state?? If I have to re-do any of my two plug-ins, that is ok. Last time I messed with maya it was version 5.
I have many, many models done in 3DS, Max and Blender that I am trying to convert over to Maya (my day job's 3D IDE).
I can view any maya (mb, ma) files with no problem. But today, I am having issues viewing results of simple 3DS imports in any viewport of maya.
The attatchments are of the same file (.3DS) being imported to blender3D and of Maya.
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.
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.
My firm is starting a project....the Structural side is going to be don in Revit 3d and our Mechanical side uses Autocad w/Cadworxs for our 3d package. Is it possible to export the Revit steel drawing and import that model into Autocad as an xref?
I'm sculpting a portrait work and after generating the displacement map, the map itself automatically is displayed in the model. This is actually the second time I'm experienced this.
How can I disable this auto function without having to turn off the layer in the layer tab each and everytime mudbox generates the displacement map.
Just apply a new material, this doesn't work at all as it is always a ptex material. Trying to do an unwrap doesn't work as it says it is a ptex model. I can't save or load textures on the model as it is now a ptex material.
How am I supposed to remove ptex from this model? Mud 2012 obviously.
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.
What level is it advisable to pose a model. Coz revently I posed at a high mesh level(level 6 subdivision) only to find out that there was a lot of distortion in the arms when i actually brought the model to a lower level after the posing.
Is there a way to apply a stencil to an entire model at once? if you wanted a lizard to have scales all over, uniformally, and then mask them out where you wanted, is there a way to do that in one step as opposed to painting over the stencil, rotating the model, painting over the stencil, etc.. etc..?
Can you texture a low poly model in Mudbox without having to subdivide? I've been using 3ds Max's viewport canvas tools, but I saw a video of Mudbox's cool painting tools, but the demo was done on a high poly model.
As usual, i scaled my base model 10 times before importing in Mudbox for sculpting.But, when i reached about 10 mil polys (level 6) and started adding high freq details, i noticed that stamps have no effect on the model.It's like i never activated them.This happens with all the default and custom stamps i have.I get only the effect of the brush without the stamp.
Only knife brush seem to work and also its stamp works with other brushes as well.On the other hand, stencils work fine and as expected.
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.....
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?
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?
I would really like to know if there is any way I can manage to to transform both a layer object and a path at the same time....or if there is any workaround to achieve this.
In a nutshell, say for example I spend a VERY long time creating an intricate path around a very detailed object, and then at the very end notice just how crooked and out of perspective it is, and would like to straighten it.
Of course I could transform and correct the object, and then carefully transform the path - but it just won't be exact, and I will have to spend a long time adjusting the path and making SURE it is perfect.
Isn't there any way I could get to transform them together?
Usually of course I do all the correction to straighten and correct perspective beforehand, but in some instances after I am done creating the path I then notice that the image could have used further adjustments.