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Importing an .obj into Maya screws up the normals?

polycounter lvl 17
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ebagg polycounter lvl 17
Anyone ever encounter this issue; when I export an .obj from, say XSI, then import into Maya (7.0 in this case, but I've noticed this on other versions) the normals are screwed up and can't be fixed? I get screwed up shading in strange places even when normals are facing the right way...

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  • Daz
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    Daz polycounter lvl 18
    Well, I've never had to import from XSI, so I don't know what flags you have on or off here, but it's pretty much an impossible scenario that geometry cannot be fixed.

    edit polygons>normals>set vertex normal dialog box>unlock normals

    *should* do the trick.
  • EarthQuake
    Sort of related to this thread:

    Does anyone have a decent workflow for getting models with thier normals set up in max(To use RTT) and then import into maya with those normals intact?
  • thomasp
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    thomasp hero character
    i had all sorts of problems trying to get XSI 2 - 4 to play well with others, a real letdown, especially since their older package did a much better job at this. maybe they are working on it?

    but yeah, unlocking those normals and then editing them manually should fix it. set all to hard/soft for a start, tweak the creases, etc.

    EQ: max <-> maya for me normally works hasslefree with OBJ, one important thing is to export from an editable poly or the model will show up in maya without any creases.
    the other way around should work instantly.

    sometimes, maya will show faceted shading on a mesh that looks flawless in max, in that case you have to check your smooth-group assignments. if you have accidentially assigned more than one smooth group to a face in max, you'll only notice it as soon as you bring the mesh into maya.
  • ElysiumGX
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    ElysiumGX polycounter lvl 18
    ebagg: when you're exporting the .obj file from XSI, try unchecking the "User Normals" box.
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