I've had this happen with models imported/exported as obj in max. One thing that fixes it for me is to open the UV editor and weld all the verts with a microscopic threshold. It's not that they are unwelded but that it causes max to rewrite a portion of the file that isn't being updated. Sometimes it clears it up right…
Yeah that's what I meant by my video card wont allow baking. I can't view in High Quality. It says "Warning high quality rendering mode is not supported by the graphics card. I tried to attach the .obj but the file is not supported by polycount and my blog wont allow .obj files either. I tried a search to see how I can…
[ QUOTE ] I exported an obj from max to you viewer and the smooth groups were all messed up. [/ QUOTE ] .OBJ files do not retain smoothing group information. smoothing groups are used in Max because the .3ds format cannot store accurate vertex normals. try setting hard edges. and it's best to export .obj files from max…
Hi everyone. For a long time now i've been trying to keep my scenes/folders/objects organised and named correctly. Having backed up my work the other day i realised that my folder structure and naming were still a complete mess. Urrrgh! Obviously the method i thought i had didn't work at all when it came to re-visiting old…
Ok, Delete the skin modifier. Create a cube obj, add an edit poly modifier to it. With cube edit poly selected, select all of the polygons of the box (but not your ward) and delete them. Now select 'affect pivot only' and hit center to obj, and align to world. Reskin. (creating the cube gave you an obj with no scale or…
hey guys, i found out how to deal wth this problem, took me 40 minutes of testing things here and there. so for some reason when i export in Maya and naming my .obj as '1', it will not work in ZBrush. but if i name my .obj as '11', then it works. looks like ZBrush only takes .obj that has more than 1 letters. or Maya only…
Well, I didn't work with Zbrush, but I guess you're able to export .obj's from it, or? Simply Import A (you need clean structures with control/edge loops on it) and sculpt it adding details, etc. Then just export an .obj from it. Unwrap Model B which is optimized with lower polycount and export it also as .obj You can now…
FiberMesh to Splines Standalone is a standalone application that will convert the exported FiberMesh from ZBrush to splines. You simply drag and drop the exported .OBJ of FiberMesh on FiberMesh to Splines and it will convert it to splines in .OBJ format. The splines can then be opened by a 3d software that supports…
It worked like a charm - you are a star! And yeah, having it work on select geometry only would be the logical next step I guess. The script on mixescript[...] uses subobjectLevel = 1
vertarray = #{}
vertarray = polyop.getVertSelection obj
if vertarray.numberSet == 0 then -- no selection, select all
(…
Yes you could do it through mel. It would be some combination of the listRelatives command and the parent command. Something like this: global proc parentStuff(){